Nope, I took Order of the Nail and I started the game with Law Domain on my inquisitor.Classes with Domains will advance those Domains. What's bugged about it? Did you take Law Domain via Godclaw Order on Hellknight?It seems to be that way with Law Domain, at least.It seems my Domain doesn't scale with Inquisitor levels but character level.
Law Domain is at level 14 and I'm Level 10 Sacred Huntsmaster and 4 Hellknight.
I dunno if its because of Impossible Domain : Animal, or if its just how it is.
If it's bugged then its probably bugged on a per-ability basis. I haven't noticed that with other domains but then you have to looks closely if you're only slightly multiclassed.
I have 2 uses of Staff of Order.
You get one use at level 8 and an extra use every 4 levels afterwards in the class that gave you that domain.
If it only counted Sacred Huntmaster I would only have 1 use as I'm level 11.
However, as I'm level 14 total I have 2 uses.
If that's how it is with all domains then I'm fine with it; it makes multiclassing and prestige classes more viable.
My point is that even when I took Hellknight it still advanced Law Domain.
I'll have to try it with other classes.Nope, I took Order of the Nail and I started the game with Law Domain on my inquisitor.Classes with Domains will advance those Domains. What's bugged about it? Did you take Law Domain via Godclaw Order on Hellknight?It seems to be that way with Law Domain, at least.It seems my Domain doesn't scale with Inquisitor levels but character level.
Law Domain is at level 14 and I'm Level 10 Sacred Huntsmaster and 4 Hellknight.
I dunno if its because of Impossible Domain : Animal, or if its just how it is.
If it's bugged then its probably bugged on a per-ability basis. I haven't noticed that with other domains but then you have to looks closely if you're only slightly multiclassed.
I have 2 uses of Staff of Order.
You get one use at level 8 and an extra use every 4 levels afterwards in the class that gave you that domain.
If it only counted Sacred Huntmaster I would only have 1 use as I'm level 11.
However, as I'm level 14 total I have 2 uses.
If that's how it is with all domains then I'm fine with it; it makes multiclassing and prestige classes more viable.
My point is that even when I took Hellknight it still advanced Law Domain.
Well, a Hellknight CAN progress the Law Domain. But he should pick Godclaw Order & Deity and then the Law Domain as Discipline. Seems to be a bug that you do without those picks.
If I want to use Spell Combat, my favourite weapons for a magus are Grave Singer - battleaxe version (not very original) or Battle-Forged warhammer from the Hellknight fort trader.What weapon type would you use for a charge-based character? Using Arcane Rider obviously with mythic charge and stacking every charge bonus item I can find. Spell Combat only works with one handed/finesse weapons, which would leave me stuck with short spears (for their x2 damage on charge), unless there's another one-handed/finesse weapon with big enough bonuses to outweigh that (doubt it).
But, Quicken rods are a thing and you eventually get Dimensional Ride as a quickened action at level 14. That basically leaves a gap of all of Act 3 where I'd need to quicken with rods. So, Longspears might be better since twohanding is king and they tend to have better bonuses anyway. Or, would a higher crit rate on other two handers still be better?
Alternatively, would spell combat still be useful enough that I should stick with shortspear? It is basically an automatic free action usage of any spell as long as the other action you want to do is an attack, and if I'm understanding the mechanics right you can even quicken a spell, do the spell combat spell, then still pull off a full round attack (which due to being on a pet has a range of like 100'). Might be interesting to build as an off-nuker or something. Even though Magus is conventionally focused on touch spells there's nothing that says you can't throw out two fireballs a turn.
Obviously will be using a skald to deliver pounce. Not sure which charge bonuses apply to only the first attack or which apply to all attacks in the charge round, but I think most of them apply to everything.
NEED dimension door for positioning, otherwise obstacles get in the way and you have to spend a turn backing off to charge again. Nothing else compares, I'm not going to pick a melee character that becomes randomly useless for 1/3rd of the fights in the game and struggles to use their charge for more than one enemy on the other 2/3rds. Gendarme would get a x3 charge bonus at level 20 but that's 19 levels of suffering. Unless there's some other way to get a lot of swift action dimension doors on an excellent melee class, if so then tell me.Arcane Rider obviously
Why would this be a bug?Also Spear bonus charge damage applies only on 1st hit in a pounce (if its different in vanilla right now, then its a bug and might get fixed - like Spirited Charge)
Why would this be a bug?Also Spear bonus charge damage applies only on 1st hit in a pounce (if its different in vanilla right now, then its a bug and might get fixed - like Spirited Charge)
Without it charge is trash and you might as well just full attack.
Can also go straight-up Divine Hunter Hunter archetype with full Travel Domain and Domain zealot. Takes a little longer to get there but gives you everything you need without muti-classing along with some nice utility. Aeon combos well with the spell selection.If I want to use Spell Combat, my favourite weapons for a magus are Grave Singer - battleaxe version (not very original) or Battle-Forged warhammer from the Hellknight fort trader.What weapon type would you use for a charge-based character? Using Arcane Rider obviously with mythic charge and stacking every charge bonus item I can find. Spell Combat only works with one handed/finesse weapons, which would leave me stuck with short spears (for their x2 damage on charge), unless there's another one-handed/finesse weapon with big enough bonuses to outweigh that (doubt it).
But, Quicken rods are a thing and you eventually get Dimensional Ride as a quickened action at level 14. That basically leaves a gap of all of Act 3 where I'd need to quicken with rods. So, Longspears might be better since twohanding is king and they tend to have better bonuses anyway. Or, would a higher crit rate on other two handers still be better?
Alternatively, would spell combat still be useful enough that I should stick with shortspear? It is basically an automatic free action usage of any spell as long as the other action you want to do is an attack, and if I'm understanding the mechanics right you can even quicken a spell, do the spell combat spell, then still pull off a full round attack (which due to being on a pet has a range of like 100'). Might be interesting to build as an off-nuker or something. Even though Magus is conventionally focused on touch spells there's nothing that says you can't throw out two fireballs a turn.
Obviously will be using a skald to deliver pounce. Not sure which charge bonuses apply to only the first attack or which apply to all attacks in the charge round, but I think most of them apply to everything.
Both allow both one-handed and two-handed grip. Both boast a x3 critical multiplier. Grave Singer also has 18-20 critical range, while Battle-Forged has 19-20 - but also base damage of a greatsword.
Spears are decent for charges, but weak otherwise. Also Spear bonus charge damage applies only on 1st hit in a pounce (if its different in vanilla right now, then its a bug and might get fixed - like Spirited Charge). While you get a chance to crit multiple times per round with pounce.
NEED dimension door for positioning, otherwise obstacles get in the way and you have to spend a turn backing off to charge again. Nothing else compares, I'm not going to pick a melee character that becomes randomly useless for 1/3rd of the fights in the game and struggles to use their charge for more than one enemy on the other 2/3rds. Gendarme would get a x3 charge bonus at level 20 but that's 19 levels of suffering. Unless there's some other way to get a lot of swift action dimension doors on an excellent melee class, if so then tell me.Arcane Rider obviously
My preferred classes for charging are inquisitors: Sacred Huntsmaster for multiclassing (for example with gendarme) or Sanctified Slayer for main class. They get Swift teleport from Travel Domain with Domain Zealot.
Arcane Rider is okay-ish, but pretty slow progression, late Swift teleport, bad AC. Also worse initiative and skills. And Swift Dimension Ride is in fierce competition for Swift Actions and Arcane Pool points with Dimension Strike.
Also relaying on a skald for pounce on a teleporting charger is not a very good solution IMO. Skald Inspire Rage blocks Spellcasting and Spell-like abilities - which include teleport abilities.
Kitsune is the best race for a teleporting charger by far.
If I want to use Spell Combat, my favourite weapons for a magus are Grave Singer - battleaxe version (not very original) or Battle-Forged warhammer from the Hellknight fort trader.
Both allow both one-handed and two-handed grip. Both boast a x3 critical multiplier. Grave Singer also has 18-20 critical range, while Battle-Forged has 19-20 - but also base damage of a greatsword.
Spears are decent for charges, but weak otherwise. Also Spear bonus charge damage applies only on 1st hit in a pounce (if its different in vanilla right now, then its a bug and might get fixed - like Spirited Charge). While you get a chance to crit multiple times per round with pounce.
Hmm, interesting. Might need to end up respeccing my character then. Got through most of chapter 1, if it doesn't end up working then I might just redo the whole team in chapter 2 or 3. I am trying a bunch of off-brand builds for companions (e.g. Judge Cammy, Incense Sythesizer Woljif) so I'm amenable to a full redo of everything if things don't work out or I hit a brick wall.My preferred classes for charging are inquisitors: Sacred Huntsmaster for multiclassing (for example with gendarme) or Sanctified Slayer for main class. They get Swift teleport from Travel Domain with Domain Zealot.
Arcane Rider is okay-ish, but pretty slow progression, late Swift teleport, bad AC. Also worse initiative and skills. And Swift Dimension Ride is in fierce competition for Swift Actions and Arcane Pool points with Dimension Strike.
Also relaying on a skald for pounce on a teleporting charger is not a very good solution IMO. Skald Inspire Rage blocks Spellcasting and Spell-like abilities - which include teleport abilities.
Kitsune is the best race for a teleporting charger by far.
If it turns out Pounce doesn't give more charge/mythic charge activations, do you know if cleaving finish does? Maybe if you just get enough damage to one hit things on charge you can keep that going on new targets.
Do you have to kill Playful Darkness in Act 3, or can it be done later?
I'm thinking of going after him before using the three keys but I heard about how hard he can be and I don't want to waste time trying to kill him with my level 14 party.
Hammering my head against the wall to kill an optional enemy that might be intended to be fought with a higher level party is certainly a waste of time.If you like the game, then none of its content is "wasting time". If you perceive anything as "wasting time," go play something else.
Seriously, those Westerners and their "time management"...
Yeah no, I think I have to come back later. It just ignores my summons and kills my party members in a single turn. It just instantly downs my MC's mount, even with displacement and other buffs.
I tried blocking the cave with monsters, but it just runs past them.
Who are you fighting? Playful Darkness?Yeah no, I think I have to come back later. It just ignores my summons and kills my party members in a single turn. It just instantly downs my MC's mount, even with displacement and other buffs.
I tried blocking the cave with monsters, but it just runs past them.