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Hmm, yes, but I'd loose a lot of Sword Saint weapon enhancements and free int-based feats. Also the Arcane Pool to actually maximize the weapon damage/increase crit multiplier would be pretty shallow.
Story time guys. So I'm trying this monster tactician which is going pretty well. Got to lvl9, excited about Bralani azata or whatever. First time I summon him, I've made some positioning errors and wargs are about to hit my backline and trash them. Azata gets summoned, immediately draws aggro and voila, the fucker has 15 (fifteeen!) fucking damage reduction. He tanks the alpha warg like a boss, proceeds to cast mirror image, bitchslaps the rest of the wargs with his vorpal scimitar or whatver, then walks up to my smilodon and starts chaincasting cure serious wounds and heals it up to full. At this point I am like, what the actual fuck I should just let this fucker clear entire maps and have a picnic with hot pitaxian bard bitches
Fast forward next encounter, I still have the Azata up due to 9mins of summon time. So I just send Jaethal without even healing her because I know my beast of an azata is about to deal justice. He instead takes position behind my entire group, starts chain casting lightning bolt at the enemy and somehow aligns 4 of my own characters (including the tank ofc), which all fail their reflex saves miserably. After I miraculously kill all but one enemy without losing anyone, the azata then runs up to Jaethal and proceeds chaincasting cure serious wounds on her . . .
Story time guys. So I'm trying this monster tactician which is going pretty well. Got to lvl9, excited about Bralani azata or whatever. First time I summon him, I've made some positioning errors and wargs are about to hit my backline and trash them. Azata gets summoned, immediately draws aggro and voila, the fucker has 15 (fifteeen!) fucking damage reduction. He tanks the alpha warg like a boss, proceeds to cast mirror image, bitchslaps the rest of the wargs with his vorpal scimitar or whatver, then walks up to my smilodon and starts chaincasting cure serious wounds and heals it up to full. At this point I am like, what the actual fuck I should just let this fucker clear entire maps and have a picnic with hot pitaxian bard bitches
Fast forward next encounter, I still have the Azata up due to 9mins of summon time. So I just send Jaethal without even healing her because I know my beast of an azata is about to deal justice. He instead takes position behind my entire group, starts chain casting lightning bolt at the enemy and somehow aligns 4 of my own characters (including the tank ofc), which all fail their reflex saves miserably. After I miraculously kill all but one enemy without losing anyone, the azata then runs up to Jaethal and proceeds chaincasting cure serious wounds on her . . .
Azata knows that if you spend too much time with cold dead bitches all you are going to get is a dagger in your heart. So he decided to take care of the problem for you
Hmm, yes, but I'd loose a lot of Sword Saint weapon enhancements and free int-based feats. Also the Arcane Pool to actually maximize the weapon damage/increase crit multiplier would be pretty shallow.
Using arcane pool to maximize damage is a terrible idea that works in PnP only. The reason is that you don't always hit or crit to put that pool point to use. You'd end up either wasting a lot of uses as even if you hit without critting it would add a very small portion of damage.
In the end, the best use the pool has is with enduring blade + enhancements. Also, no, bastard sword with slashing grace only adds dex to damage not to hit.
That is not correct. This is not the same as using Arcane Accuracy and such effects to boost accuracy for the attacks this round. Perfect Strike draws points from the Arcane Pool only in case of hit/confirmed crit. So those points don't go to waste in case of miss/no crit.
Sure, enchantments are the best use, but with Enduring Blade you'll have plenty AP left. Traditional Magus can use Arcane Accuracy/Dimensional Strike, but also use them for (Improved) Spell Recall - a great use indeed. A Sword Saint can Perfect Strike and/or use Arcane Accuracy/Dimension Strike. Eldritch Scion is limited to Arcane Accuracy/Dimension Strike.
Regarding the use of a Bastard Sword, sure it's possible to use it on a Dex Sword Saint. Same mechanics as with a Scimitar or Longsword: after you pick Slashing Grace, Weapon Finesse works for your chosen Slashing Grace weapon, even when it is not light / otherwise finessable.
I agree that usually maximizing weapon damage is no big deal and not worth the Arcane Pool points, but with an Enlarged, Lead Bastard, maximizing 3d8 at level 4 is quite tempting. Then you can also triple the crit damage, if you score one.
Elven Curved Blade and Falchion are two handed, therefore unsuitable for a magus. Bastard is pretty unique in its d10 base damage (along with Dwarven Waraxe, but that crits on 20 and has worse availability), which grows to 2d8 and then to 3d8 and so on. It scales better then a greatsword (which only gains d6 per size category).
That's quite crazy base damage for a one hander. You add enchantment, AP enchantments, str/dex bonus, Arcane Strike, weapon spec/greater, maybe piranha/power strike and you land around 50 damage per enhanced hit, about 150 with enhanced crit.
Plus maybe another 96 from maximized Vampiric Drain crit.
But if there is no easy way to get Lead Blades, I'll simply continue with my Dex scimitar Sword Saint. With Keen the Perfect Strike enhanced crits can probably burn trough the Arcane Pool plenty fast, without maxing the humble d6 base damage (actually often d4, as my char usually fights in reduced size).
The damage may not impress (will have lots of damage sources though), but at least the AC is good.
The party can teleport between settlements if they have a special building - the Teleportation Circle.
sounds nice. now i have a reason to place towns spread out and outside main roads.
Hotfix 1.1.3 – December 14th, 2018
14 DECEMBER - THEZEISONSHA
Dear pathfinders,
Even while delivering our first major DLC, the Wildcards, we never stopped working with your feedback and suggestions. Here is the next batch of fixes and improvements we've made after your comments. Of course, we shall carry on with this work even after the DLC is out. The next big step for us will be Patch 1.2, which should become available in the middle of the January. In the meantime, we will keep reading your bug reports and monitoring your posts in order to resolve the most pressing issues in Hotfixes.
Please, pay attention that the size of this update is quite big because it includes the content of the DLC. Sorry for the inconvenience!
Please, be aware of the plot spoilers in the description below (in the Quest, Areas and Kingdom sections)!
New feature
The party can teleport between settlements if they have a special building - the Teleportation Circle.
Quests
Players could re-start the first test from "The Secrets of Suramgamin" quest after its successful completion, which blocked further quest progression. Resolution: fixed.
The dryad didn't spawn during the "Affairs of the Heart" quest in some cases. Resolution: fixed.
In rare cases, the "Judgment of the Gods" quest could get stuck at "Withstand the divine trial" stage. Resolution: fixed.
Some players could not progress in the "Deal with the Devil" quest after completing the "Defeat the hellknights" stage. Resolution: fixed.
The party could get stuck at the "Oleg's Trading Post" area if the "Trouble with Goblins" quest was failed. Resolution: fixed.
Areas
Killing Nilak fails the "Reforged Blade" quest from now on. We hope this will make Amiri's "Test of Loyalty" result more clear for the players who have experienced this quest resolution.
The different ways in which Tristian's "Saving Grace" quest could get resolved don't influence the result of the "Test of Loyalty" event any more (the status of the quest still matters, however). We hope this will make the conditions of Jaethal's and Tristian's survival more clear for the players.
From now on, if during Jubilost's "Door to Nowhere" quest the player chooses to grant immortality to a random gnome (Nyrd), she will appear in Irovetti's Palace regardless of whether the player killed her before or not. This will allow Jubilost to survive his trial in the "House at the Edge of Time" after being saved by Nyrd.
From now on, Harrim survives the "Test of Loyalty" event with any successful completion of the "The Unmaking" quest now. We hope this will make Harrim's "Test of Loyalty" result more clear for players.
Linzi's death could cause an unexpected "game over" in rare cases at the "House At The Edge Of Time" area. Resolution: fixed.
In some cases, players could meet two copies of Bartholomew at the "Wizard's Laboratory" area. Resolution: fixed.
An incorrect list of destination options for the portal at the "Camp at the Capital Gates" area could be displayed in some cases. Resolution: fixed.
Epilogues could work incorrectly if players experienced an issue with the "Problem with Taxes" kingdom event. Resolution: fixed.
First Mate Wellar didn't leave with the rest of the crew in some cases. Resolution: fixed.
In rare cases, a dialogue could not be started after defeating Nyrissa at the "House at the Edge of Time". Resolution: fixed.
The passage to Lantern King remained closed at the "Ravaged Capital — Castle Threshold" sub-area if the last splinter was delivered while talking to the storyteller at the "Ruined Warehouse" location. Resolution: fixed.
The Curse could still force all enemies to attack the party when entering the area during the last chapter. Resolution: another fix was implemented.
Players couldn't find the Briar at the "House at the Edge of Time" area. Resolution: fixed.
The Jabberwock battle scene could be triggered multiple times at the "Other World" area. Resolution: fixed.
Song Bird could be killed using area effect spells at the "Other World" area, which blocked further progression. Resolution: fixed. For affected save files: Song Bird will re-appear after rest using the the Old Gnome's campfire.
The Old Gnome dialogue about the party splitting after filling Everblooming Flower with poison blocked further progression. Resolution: fixed.
A dialogue with Nok-Nok finished incorrectly in some cases if players chose "I'd like to know more about you" option. Resolution: fixed.
Completing the "King's Return" quest didn't finish Nok-Nok's companion story correctly in some cases. Resolution: fixed.
Some story events didn't start correctly at the "House at the Edge of Time" area in rare cases. Resolution: fixed.
The cut-scene of quarrel between Octavia and Regongar didn't happen at the tavern in some cases, which blocked further progression of Regongar's romance. Resolution: fixed.
Each character in the party started a dialogue with barbarians moving besides them at the "Overgrown Cavern" area. Resolution: fixed.
Souleater didn't name Valerie correctly at the "Vordakai's Tomb" area. Resolution: fixed.
Kingdom
Inventory and Journal can be opened in kingdom management from now on.
Camera could focus on a black screen when flipping through the events description. Resolution: fixed.
Loading the game while in kingdom management interface could break kingdom management in rare cases. Resolution: fixed.
The kingdom event when Edrist Hanvaki left the Capital failing "The Lost Brother" quest wouldn't trigger if the Capital had been improved to City by that time. Resolution: fixed.
Sometimes kingdom events and projects could be shown as ignored even when players did not ignore them. Resolution: fixed, old "ignored" events should become active again.
Players couldn't skip time on the war table at the "Throne Room" with Auto Kingdom enabled in some cases. Resolution: fixed.
Special buffs to help with the development of secondary kingdom stats were added.
Players can cancel unfinished events and projects now. In this case the events are considered failed. As for the projects, they lose all progress and players get back 90% of the project's cost.
User Interfaces
Tooltip of the skill-check option in an illustrated event ("Book event") represents the companion with the highest corresponding skill now.
The Action Bar could temporarily disappear when on Pause in some cases. Resolution: fixed.
Camera scroll could break in rare cases. Resolution: fixed.
Tooltips are added for the transition points for the "House at the Edge of Time" area map.
Camp: Skip time didn't work correctly while resting at dungeons.Resolution: fixed.
A notification was added for cases when traveling the world map is prohibited due to a single companion carrying too much weight.
Arsinoe and Hyland are marked as important NPCs on the Capital Square map now.
Classes & Mechanics
The Crusader didn't get a slot for domain spells if there were no non-domain spell slots while levelling up. Resolution: fixed. A domain slot will now appear after resting.
Vilderavn bleed debuff could get stuck on a character in some cases. Resolution: fixed.
Premade Build didn't distribute skill points correctly for some classes if the Aasimar race was chosen. Resolution: fixed.
The Ranged Legerdemain ability was fixed.
Miscellaneous
Too many active torches could overload the CPU audio thread. Resolution: fixed.
No special visual effect would be displayed if enemies were killed with a critical hit. Resolution: fixed.
FR, DE, ZH issues for the Inspect dialogue were fixed.
Improved inventory character doll appearance.
The First Crown had no visual model. Resolution: fixed.
New idle animations were added for some classes.
System
The Anti-aliasing graphic option didn't work. Resolution: fixed.
Bloom or Depth of Field graphic options couldn't be turned on within one game session if theywere switched off. Resolution: fixed.
Game crashes while using 4k resolution. Some video memory optimization was implemented.
Several improvements were implemented for crashes on startup.
Special buffs to help with the development of secondary kingdom stats were added.
Players can cancel unfinished events and projects now. In this case the events are considered failed. As for the projects, they lose all progress and players get back 90% of the project's cost.