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

Delterius

Arcane
Joined
Dec 12, 2012
Messages
15,956
Location
Entre a serra e o mar.
Is there even a sneak dice cap in this game? Edit: just tested it, there is not.
It's bugged. It is stated in-game that it can only be raised as high as half of your level, so 20 dice max for legend but the game ignores it. You can do like rogue/viv 20/19 and sneak an extra die from assassin dip. Add to that feats and weapon buffs.

I thought the cap was only on the "advanced sneak attacker" feat. Regular sneak attacks dices should have no boundary.
Well, the description on the cap is only on the advanced sneak attacker feat. It's not in Sneak Attack itself, or the Sense Vitals spell. This could mean that 15d6 sneak dice on Arcane Trickster is legit. But I'd still clarify that with the 'DM'.
 

perfectslumbers

Arbiter
Joined
Oct 24, 2021
Messages
1,202
Fun ray of halberds build, full sneak attack class + trickster sneak attack + sense vitals + mythic sneak attack feat for 21d6 sneak attack. Take the magic device 3 trick for an entire wizard spellbook. Arcane trickster ain't shit...

Yes that's very late in the game but Daeran animate dead spam will carry you there.
 

Delterius

Arcane
Joined
Dec 12, 2012
Messages
15,956
Location
Entre a serra e o mar.
Fun ray of halberds build, full sneak attack class + trickster sneak attack + sense vitals + mythic sneak attack feat for 21d6 sneak attack. Take the magic device 3 trick for an entire wizard spellbook. Arcane trickster ain't shit...

Yes that's very late in the game but Daeran animate dead spam will carry you there.
You can probably fuck it up even worse by being a Sorcerer. Each Ray gains your charisma modifier as extra damage.
 

ga♥

Arcane
Vatnik
Joined
Feb 3, 2017
Messages
8,174
imho magic device 3 is a TRAP. Won't probably spell penetrate and have shit DC.
 

ga♥

Arcane
Vatnik
Joined
Feb 3, 2017
Messages
8,174
Fun ray of halberds build, full sneak attack class + trickster sneak attack + sense vitals + mythic sneak attack feat for 21d6 sneak attack. Take the magic device 3 trick for an entire wizard spellbook. Arcane trickster ain't shit...

Yes that's very late in the game but Daeran animate dead spam will carry you there.
You can probably fuck it up even worse by being a Sorcerer. Each Ray gains your charisma modifier as extra damage.

Magic device 3 uses INT so...
 

Delterius

Arcane
Joined
Dec 12, 2012
Messages
15,956
Location
Entre a serra e o mar.
imho magic device 3 is a TRAP. Won't probably spell penetrate and have shit DC.
Spell Penetration is not an issue if you have the feats as it is exactly the same as a Wizard spellbook. DCs can be a problem though if you aren't an INT class. Good enough for spamming buffs and rays.
Fun ray of halberds build, full sneak attack class + trickster sneak attack + sense vitals + mythic sneak attack feat for 21d6 sneak attack. Take the magic device 3 trick for an entire wizard spellbook. Arcane trickster ain't shit...

Yes that's very late in the game but Daeran animate dead spam will carry you there.
You can probably fuck it up even worse by being a Sorcerer. Each Ray gains your charisma modifier as extra damage.

Magic device 3 uses INT so...
Mostly talking about 5d6 extra sneak dice vs each ray doing your Charisma modifier as extra damage here. But like I said, a Sorcerer would only memorize buffs and touch attack spells in the Wizard spellbook.
 

ga♥

Arcane
Vatnik
Joined
Feb 3, 2017
Messages
8,174
imho magic device 3 is a TRAP. Won't probably spell penetrate and have shit DC.
Why? You can just take spell pen feats like anyone else and you won't be building for dc spells so that doesn't matter.

Meh, you get the 3rd level trickster ability when? End of chapter IV? So for most of the game (and arguably the hardest part of it) you would take spell penetration feats instead of something more useful for your build. I don't see the point honestly.
 

perfectslumbers

Arbiter
Joined
Oct 24, 2021
Messages
1,202
imho magic device 3 is a TRAP. Won't probably spell penetrate and have shit DC.
Why? You can just take spell pen feats like anyone else and you won't be building for dc spells so that doesn't matter.

Meh, you get the 3rd level trickster ability when? End of chapter IV? So for most of the game (and arguably the hardest part of it) you would take spell penetration feats instead of something more useful for your build. I don't see the point honestly.
What's the point in anything other than geniekind pouncing liches? Fun.
 

ga♥

Arcane
Vatnik
Joined
Feb 3, 2017
Messages
8,174
imho magic device 3 is a TRAP. Won't probably spell penetrate and have shit DC.

Depends. For a Fighter wanting to cast legendary proportions, mirror image and so on on himself, it has his values.

Mirror image is already in the trickster base spellbook, and I had like 4 companions able to cast legendary proportions, and everyone should too.
Rest of high level self buff spells, like ice body, fiery body, seamantle imho not worth it. You get it late and leave on the table more useful stuff (even though right now half of trickster abilities are bugged and do nothing).
 

Delterius

Arcane
Joined
Dec 12, 2012
Messages
15,956
Location
Entre a serra e o mar.
No, I agree. Don't build yourself around greater tricks. They are basically your mythic capstones. But, hey, you can always Respec and become rogue 20 with wizard spellbook. It's ok if you're trickster.
 

perfectslumbers

Arbiter
Joined
Oct 24, 2021
Messages
1,202
imho magic device 3 is a TRAP. Won't probably spell penetrate and have shit DC.

Depends. For a Fighter wanting to cast legendary proportions, mirror image and so on on himself, it has his values.

Mirror image is already in the trickster base spellbook, and I had like 4 companions able to cast legendary proportions, and everyone should too.
Rest of high level self buff spells, like ice body, fiery body, seamantle imho not worth it. You get it late and leave on the table more useful stuff (even though right now half of trickster abilities are bugged and do nothing).
Yeah it's not optimal for minmaxing, but I've already solo'd the game on unfair so at this point I find the most fun in doing weird and whacky builds like magic missile only runs or or the ray of halberds build or bite stacking.
 

ga♥

Arcane
Vatnik
Joined
Feb 3, 2017
Messages
8,174
Bite stacking is not weird and an ancient ritual of the church of min maxing.
With knowledge world 3 you can pick razortusk even as a motherless tiefling.
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
24,388
Is there even a sneak dice cap in this game? Edit: just tested it, there is not.
It's bugged. It is stated in-game that it can only be raised as high as half of your level, so 20 dice max for legend but the game ignores it. You can do like rogue/viv 20/19 and sneak an extra die from assassin dip. Add to that feats and weapon buffs.

I thought the cap was only on the "advanced sneak attacker" feat. Regular sneak attacks dices should have no boundary.
Rogues gets max 1/2 of it's level rounded up. Additional sneak attack dice feats in pathfinder are when it multiclass and wanna to increase its sneak attack.
 

Whisper

Arcane
Vatnik
Joined
Feb 29, 2012
Messages
4,357
Fun ray of halberds build, full sneak attack class + trickster sneak attack + sense vitals + mythic sneak attack feat for 21d6 sneak attack. Take the magic device 3 trick for an entire wizard spellbook. Arcane trickster ain't shit...

Yes that's very late in the game but Daeran animate dead spam will carry you there.

What class (class combo) is best for this?
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,261
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
I'm having big problems with the fight at the end of the demodand quest.

The archers just obliterate the squishies, and the stringy demodands that spawn in right on top of the backline don't help. And the rest of the encounter (3 gallus, 4 high level kineticists and 1 super strong alchemist) aren't really pushovers either. And everything has a lot of buffs, massive hp pools and high saves in every category. I suspect the correct strategy is to use some very metagamey mass dimension door to teleport all squishies up to the second level while the bruisers stay on the ground floor (I tried teleporting everyone, but the balconies are too narrow so you just trip over yourself). Even then, the archers just have high enough initative that I am guaranteed to lose one character before they get a chance to act.

Doesn't help that the displacement buff they have seems to ignore true seeing.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,606
Location
Grand Chien
Azata :
  • Superpowers - Zippy magic and Favorable magic
  • Dragon companion which can dish 26d10 breath attack damage
  • Ability to ride the dragon in late game
  • Semi immortality
  • Cool water spells
  • Opportunity to kill a archdevil
  • (...)
Trickster :
  • Sneak attack
  • A beard
I can see the appeal of all mythic paths, except demon and trickster.
Um. Improved Improved Critical? Completely Normal Spell? Trick Fate? Keeping your Trickster feats then diving into Legend?
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,606
Location
Grand Chien
imho magic device 3 is a TRAP. Won't probably spell penetrate and have shit DC.

Depends. For a Fighter wanting to cast legendary proportions, mirror image and so on on himself, it has his values.

Mirror image is already in the trickster base spellbook, and I had like 4 companions able to cast legendary proportions, and everyone should too.
Rest of high level self buff spells, like ice body, fiery body, seamantle imho not worth it. You get it late and leave on the table more useful stuff (even though right now half of trickster abilities are bugged and do nothing).
Yeah immunity to crits and fire, who needs that shit
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,280
Meh, you get the 3rd level trickster ability when? End of chapter IV? So for most of the game (and arguably the hardest part of it) you would take spell penetration feats instead of something more useful for your build. I don't see the point honestly.

My melee rowdy rogue took it so that he could basically cast quickened true strikes on himself every round.

He also took care of some of the buffing so my other casters could focus on other things.

Depends on how you use it. It worked well for me on my daring playthrough.

Um. Improved Improved Critical? Completely Normal Spell? Trick Fate? Keeping your Trickster feats then diving into Legend?

Yeah, there's a lot they're glossing over here.

(even though right now half of trickster abilities are bugged and do nothing).

To my understanding most of the trickster abilities have been fixed now.
 
Last edited:

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,819
Do you realize what that means.
17651.jpg
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,606
Pillars of Eternity 2: Deadfire
Hey guys.


Do you know that the sword of heaven is 24hours with everlasting flames talent and greater enduring spells?

Do you realize what that means.

Yes, that is nice and I guess I'll be getting that. But actually I'm more interested in picking the best upgrades for a melee char. So many great choices and so few picks...

Demonbane? Though Marking could also help.
Or those Abolish X for crazy damage. Have they been fixed/narrowed down?
Late game Overwhelming Flames look REALLY nice.
 

ga♥

Arcane
Vatnik
Joined
Feb 3, 2017
Messages
8,174
I'm having big problems with the fight at the end of the demodand quest.

The archers just obliterate the squishies, and the stringy demodands that spawn in right on top of the backline don't help. And the rest of the encounter (3 gallus, 4 high level kineticists and 1 super strong alchemist) aren't really pushovers either. And everything has a lot of buffs, massive hp pools and high saves in every category. I suspect the correct strategy is to use some very metagamey mass dimension door to teleport all squishies up to the second level while the bruisers stay on the ground floor (I tried teleporting everyone, but the balconies are too narrow so you just trip over yourself). Even then, the archers just have high enough initative that I am guaranteed to lose one character before they get a chance to act.

Doesn't help that the displacement buff they have seems to ignore true seeing.


Weird getting rid of some mob helped a lot.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,261
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
I'm having big problems with the fight at the end of the demodand quest.

The archers just obliterate the squishies, and the stringy demodands that spawn in right on top of the backline don't help. And the rest of the encounter (3 gallus, 4 high level kineticists and 1 super strong alchemist) aren't really pushovers either. And everything has a lot of buffs, massive hp pools and high saves in every category. I suspect the correct strategy is to use some very metagamey mass dimension door to teleport all squishies up to the second level while the bruisers stay on the ground floor (I tried teleporting everyone, but the balconies are too narrow so you just trip over yourself). Even then, the archers just have high enough initative that I am guaranteed to lose one character before they get a chance to act.

Doesn't help that the displacement buff they have seems to ignore true seeing.


Weird getting rid of some mob helped a lot.
I have not hit level 17, so I can't cast weird, and I don't think I have any scrolls for it. Is there an act 4 vendor who sells them?

I did consider "tsunami scroll spam" as a potentially viable tactic, but I haven't tried it yet, and im not sure I can consistently beat the DCs for the scrolls.
 

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