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

gurugeorge

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Strap Yourselves In
I always think with D&D games that the way they should be played is by building characters with 20 point buy, with the tabletop (Core here) rules, with maybe only like one neat trick/synergy and the rest purely based on rp.

While min-maxing tickles my fancy from one point of view, I always think the way these games were intended to be played was more in terms of dreaming up a character/personality/biography, and letting their combat capabilities be come what may, so that the gameplay is making the best of whatever hand fate has dealt (type of thing). Theoretically that ought to tune the difficulty just perfectly.
 

Shadenuat

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don’t know yet, that’s why I test.
I mean if it'sa build then I expect some clear/speed sustainability sort of thing. So like you tele in, spellstrike-stun and then party disassembles the encounter, repeat. At which point AC boni shouldn't be so relevant, even though it's a neat bonus, of course.

I understand Azata (but fuck them) but I'd prefer roll a Magus that can strike with mythic spells or something (I plan frank frazetta death dealer lich with axe or scythe on a death mount, but that's roleplaying).
 

Nevermore

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They could have (...) made their own game/setting.

Considering the quality of the barony management and crusade minigame I'd prefer they didn't do that.
Their dev team worked on HOMM5 and other good TB I think, no idea why they couldn’t replicate that type of quality

Probably because they couldn't put all their efforts into that minigame.
When you spend several years creating a HoMM game, it would probably provide a solid gaming experience. But when you are creating a complex RPG and you also need to add a HoMM-like mode to it... well, you'll have probably 1-2 months to make it working. And an additional month of making it enjoyable. Which is still pretty far from standard 24-30 months of development.
 

Shadenuat

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AZATAAAAA!
MFAGVK0.jpg
 

AwesomeButton

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TB tends to get you thinking tactically about dealing with things in a spread - two attacking one mob here, a bit of cc over there, etc. Whereas with RTwP the tendency is to go all in on one mob at a time.
In RTWP with simultaneous rounds, your party's combined actions may prevent the enemy's turn from ever taking place.
 

Cryomancer

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Taking suggestions on what people want to see - leaning toward Elf Spelldancer Azata.

Dhampir cruoromancer is the best IMO with the vampire king bloodline. A half vampire aristocrat using blood to make his necromantic magic even better. How not love it?

I would suggest :
  • Background? Gebbian necromancer. Geb is a undead magocracy in Golarion
  • Race dhampir
  • Stats : Max INT everything else don't matter
  • Deity : Any magical deity or atheism
  • Alignment : Any evil. Preferentially chaotic evil.
  • Mythic path? Lich and if someone mods a vampire mythic path, vampire.
 
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Haplo

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Pillars of Eternity 2: Deadfire
Gameplay question: I'm looking at the sohei monk. They get light armor and martial weapons. Apparently FoB then would work with 2 handed martial weapons but the light armor disables your Wis AC bonus. So should I just build the monk like a lightly armored fighter with high Str and Dex instead of Wis? Seems counterintuitive to not rely on THE prime Monk stat.

Wouldn't armor disable Flurry of Blows also?
 

Haplo

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Pillars of Eternity 2: Deadfire
Do I understand this correctly: Monk Style Strike just gives a specific bonus to the first attack per round without any negatives?

Only if you're unarmed, though.

Well, supposedly not as a sohei. That's pretty neat, free trips every round.

I thought that too. But that doesn't work. Pummeling Bully does, though (but Sohei can't auto-qualify or pick it as bonus feats, still needs 6 BAB for Pummelling Style). Note Pummelling Charge does not work with weapons!

Damn, I think I need to go back to my Sohei. Despite the terrible Charge bugs, was more fun, I think.
Damn, and here I was finally ready to storm the Grey Garrison....

Marketplace area was really impressive btw. Visited 3 times and found new streets, enemies, challenges and loot on each subsequent visit.
 
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Fedora Master

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Gameplay question: I'm looking at the sohei monk. They get light armor and martial weapons. Apparently FoB then would work with 2 handed martial weapons but the light armor disables your Wis AC bonus. So should I just build the monk like a lightly armored fighter with high Str and Dex instead of Wis? Seems counterintuitive to not rely on THE prime Monk stat.

Wouldn't armor disable Flurry of Blows also?

I looked this up and apparently it should. The wording is unclear even in the RAW.
 

Robber Baron

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In RTWP with simultaneous rounds, your party's combined actions may prevent the enemy's turn from ever taking place.

You can also abuse switching between TB and RTWP to some degree, for example charge in RTPW(out of combat) and then quickly change to TB in the middle( or right after) of character doing the damage - many times you'll have that character to do his turn again right away.
 

thesheeep

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You can exploit TB by using some more abilities, but if you lose initiative and can't 1-shot boss you might get pwned. While in RTwP you could RTS-kite that water elemental around the table so it won't ever be in melee range with you at all; or zerg rush some enemy with whole party at same time killing it quicker while interrupting itz spellz.
What does initiative actually do in RT?
In TB, it's a fairly vital value, at least for spellcasters.
 

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