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Pathfinder Pathfinder: Wrath of the Righteous Pre-DLC Thread [GO TO NEW THREAD]

Robber Baron

Arbiter
Joined
Jun 15, 2020
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1,008
Since there's a way to change companion portraits now, here's a quick go at fixing seelah's without breaking the artstyle, once I get home I'll also do Camellia's because hers is simply low effort

seelah-fixed.jpg
 

Ipum

Novice
Joined
Oct 2, 2018
Messages
17
Could you please advise on build(s) for light weapons dual-wielding that somehow implement non-armor defense as well? Sadly, there's no Swashbuckler - at least until Holic92 would get insanely creative again I guess.
Monk1/slayer19 -} trickster
Take tiefling with bite attack, low Cha, max Dex, some Wis. TWF feats through Slayer talents. Take Weapon finesse and feat for +1d6 SA.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Jul 22, 2019
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14,828
Insert Title Here Pathfinder: Wrath
Could you please advise on build(s) for light weapons dual-wielding that somehow implement non-armor defense as well? Sadly, there's no Swashbuckler - at least until Holic92 would get insanely creative again I guess.
Monk1/slayer19 -} trickster
Take tiefling with bite attack, low Cha, max Dex, some Wis. TWF feats through Slayer talents. Take Weapon finesse and feat for +1d6 SA.

Don't need Mahnk splash if not soloing.
 

Riddler

Arcane
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Joined
Jan 5, 2009
Messages
2,381
Bubbles In Memoria
I think I've realized why I find the game so tedious. The entire game is designed around playing on easy/casual. The pacing fits someone just blowing through all these trash encounters without breaking a sweat and occasionally running up against an "overturned" fight that causes them to have to think for a second and maybe apply a buff before they beat it. I tried playing it on easy and the game flowed much better, and no I don't have issues understanding the system or beating the fights on core (so far anyway at the end of chapter 2).

Playing this on core is a profoundly tedious experience due to it breaking the pace of the game.

Had the game instead been designed around core+ or if it had been turnbased I think we would have had a much different game.
 

Ipum

Novice
Joined
Oct 2, 2018
Messages
17
Could you please advise on build(s) for light weapons dual-wielding that somehow implement non-armor defense as well? Sadly, there's no Swashbuckler - at least until Holic92 would get insanely creative again I guess.
Monk1/slayer19 -} trickster
Take tiefling with bite attack, low Cha, max Dex, some Wis. TWF feats through Slayer talents. Take Weapon finesse and feat for +1d6 SA.

Don't need Mahnk splash if not soloing.
- AC +DMG: skip monk. No Wis max Str, some Dex . No Weapon finesse.
P.S. Take Spawn Slayer.
 
Last edited:

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,716
Pathfinder: Wrath
I think I've realized why I find the game so tedious. The entire game is designed around playing on easy/casual. The pacing fits someone just blowing through all these trash encounters without breaking a sweat and occasionally running up against an "overturned" fight that causes them to have to think for a second and maybe apply a buff before they beat it. I tried playing it on easy and the game flowed much better, and no I don't have issues understanding the system or beating the fights on core (so far anyway at the end of chapter 2).

Playing this on core is a profoundly tedious experience due to it breaking the pace of the game.

Had the game instead been designed around core+ or if it had been turnbased I think we would have had a much different game.
The elemental and end boss fights in the tutorial section clue you in that it's not balanced around core difficulty.
 

Robber Baron

Arbiter
Joined
Jun 15, 2020
Messages
1,008
I think I've realized why I find the game so tedious. The entire game is designed around playing on easy/casual. The pacing fits someone just blowing through all these trash encounters without breaking a sweat and occasionally running up against an "overturned" fight that causes them to have to think for a second and maybe apply a buff before they beat it. I tried playing it on easy and the game flowed much better, and no I don't have issues understanding the system or beating the fights on core (so far anyway at the end of chapter 2).
Playing this on core is a profoundly tedious experience due to it breaking the pace of the game.
Had the game instead been designed around core+ or if it had been turnbased I think we would have had a much different game.

That is probably the case, but after initially playing on normal till tavern assault I ended up restarting on core because the process just wasn't engaging enough. It's a totally different game on core with every potion and scroll making a difference.
 

Nikanuur

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Mar 1, 2021
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Location
Ngranek
Could you please advise on build(s) for light weapons dual-wielding that somehow implement non-armor defense as well? Sadly, there's no Swashbuckler - at least until Holic92 would get insanely creative again I guess.
Monk1/slayer19 -} trickster
Take tiefling with bite attack, low Cha, max Dex, some Wis. TWF feats through Slayer talents. Take Weapon finesse and feat for +1d6 SA.

Don't need Mahnk splash if not soloing.
- AC +DMG: skip monk. No Wis max Str, some Dex . No Weapon finesse.
Thanks for the answer, but is there any defense bonus towards the AC except the Monk's WIS? And in the case of the Slayer?
 

Riddler

Arcane
Patron
Joined
Jan 5, 2009
Messages
2,381
Bubbles In Memoria
I think I've realized why I find the game so tedious. The entire game is designed around playing on easy/casual. The pacing fits someone just blowing through all these trash encounters without breaking a sweat and occasionally running up against an "overturned" fight that causes them to have to think for a second and maybe apply a buff before they beat it. I tried playing it on easy and the game flowed much better, and no I don't have issues understanding the system or beating the fights on core (so far anyway at the end of chapter 2).
Playing this on core is a profoundly tedious experience due to it breaking the pace of the game.
Had the game instead been designed around core+ or if it had been turnbased I think we would have had a much different game.

That is probably the case, but after initially playing on normal till tavern assault I ended up restarting on core because the process just wasn't engaging enough. It's a totally different game on core with every potion and scroll making a difference.

Sure, but this quickly becomes tedious when you reach the second chapter and the real copy pasting begins.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,828
Insert Title Here Pathfinder: Wrath
Could you please advise on build(s) for light weapons dual-wielding that somehow implement non-armor defense as well? Sadly, there's no Swashbuckler - at least until Holic92 would get insanely creative again I guess.

I just got there:

Ald9 Adaptive Tactics.jpg

Not dual-wielding but damage isn't really an issue if you've got Lann and Regill. You still do plenty tho. Sprigginknight just chillin:

Reg chillin.jpg

Lann cutting through the Storm:

Lann9PerfectCritghostboltsrift.jpg
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,828
Insert Title Here Pathfinder: Wrath
I think I've realized why I find the game so tedious. The entire game is designed around playing on easy/casual. The pacing fits someone just blowing through all these trash encounters without breaking a sweat and occasionally running up against an "overturned" fight that causes them to have to think for a second and maybe apply a buff before they beat it. I tried playing it on easy and the game flowed much better, and no I don't have issues understanding the system or beating the fights on core (so far anyway at the end of chapter 2).
Playing this on core is a profoundly tedious experience due to it breaking the pace of the game.
Had the game instead been designed around core+ or if it had been turnbased I think we would have had a much different game.

That is probably the case, but after initially playing on normal till tavern assault I ended up restarting on core because the process just wasn't engaging enough. It's a totally different game on core with every potion and scroll making a difference.

Sure, but this quickly becomes tedious when you reach the second chapter and the real copy pasting begins.

The fun is how much you need to improve to make Core feel like Normal. Very satisfying when you get there - and the game still throws curveballs at you to keep your on your toes at that point.

The game is designed for Core with RTwP "v" button, which is TB with simultaneous movement and the ability to adjust your tactics on the fly in response to what the enemy is doing. Can't do that in TB.
 
Joined
Dec 12, 2020
Messages
279
Not enough simping choices for the queen. I was expecting some proper courting, but instead they made her a thirsty little minx who's ready to jump on your dick the first time you meet her. I need more edging in my romance novels please.
 

Ipum

Novice
Joined
Oct 2, 2018
Messages
17
Could you please advise on build(s) for light weapons dual-wielding that somehow implement non-armor defense as well? Sadly, there's no Swashbuckler - at least until Holic92 would get insanely creative again I guess.
Monk1/slayer19 -} trickster
Take tiefling with bite attack, low Cha, max Dex, some Wis. TWF feats through Slayer talents. Take Weapon finesse and feat for +1d6 SA.

Don't need Mahnk splash if not soloing.
- AC +DMG: skip monk. No Wis max Str, some Dex . No Weapon finesse.
Thanks for the answer, but is there any defense bonus towards the AC except the Monk's WIS? And in the case of the Slayer?
High Dex. Potions of mage armour, shield of fate, later magical items.
Slayer is a full BAB class with SA, dont need Dex for TWF feats, at will ability for + hit + dmg, autoconfirm critical hits.
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,540
Pillars of Eternity 2: Deadfire
The patch hit, so instead of putting the game on hold I re-rolled a cavalier (gendarme). It seems like a really fun class, but in TB:

1. Very often you just cannot attack targets in range unless you move a bit first.
2. Sometimes you issue a charge order and you move an inch, stop and the action is wasted.
3. Sometimes, when ordering to attack targets a bit farther away without charge, your model stops on a piece of geometry, the animation spazzes out for like 2 seconds and returns to normal, but the action is wasted.

It also seems that the mounted combat feat doesn't work. Like, at all :negative:

Yeah, sadly I have to rate combat mounted charger as non-functional at this point.
And suspend my Kitsune Sohei-Gendarme-Cleric/Angel :(

Oh well, wanted to play something different, but fork it!

Oread Rowdy-Instinctual-Vivi Trickster here I come!
 

volklore

Arcane
Joined
Jun 19, 2018
Messages
1,905
The game is designed for Core with RTwP "v" button, which is TB with simultaneous movement and the ability to adjust your tactics on the fly in response to what the enemy is doing. Can't do that in TB.
okay, what is the RTwP 'v' button? I have played shitload of kingmaker and i have no clue what that is.
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,540
Pillars of Eternity 2: Deadfire
The patch hit, so instead of putting the game on hold I re-rolled a cavalier (gendarme). It seems like a really fun class, but in TB:

1. Very often you just cannot attack targets in range unless you move a bit first.
2. Sometimes you issue a charge order and you move an inch, stop and the action is wasted.
3. Sometimes, when ordering to attack targets a bit farther away without charge, your model stops on a piece of geometry, the animation spazzes out for like 2 seconds and returns to normal, but the action is wasted.

It also seems that the mounted combat feat doesn't work. Like, at all :negative:

It's not mounted combat, it's charge overall. I have problems with charging with my 2h fighter on foot too.

Yes, I had the same issue frequently in KM.

It's best to only charge if you have an uncomplicated trajectory to the target, even then it sometimes gets confused.

For me, Charge frequently fails even with "uncomplicated trajectory", even rather near and straight toward the target
:negative:
 

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