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KickStarter Pathfinder: Kingmaker Pre-DLC Thread [GO TO NEW THREAD]

Serus

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People expected their PoE/DA:O, and got BG/ToEE with an in-built tactics mod instead.

Not really, D&D mechanics were actually implemented properly in BG and ToEE. :negative:
"properly in BG" - that's a joke, right? Need I remind you that D&D is a turn based system, BG is not. Many important elements of the system cannot work in real time. Out of the top of my head, initiative never did much in IE games and it's a crucial mechanic of pnp/turn based.
 

Fairfax

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So what about sharing some good builds for various classes in this game. I know it's just D&D 3.x with some minor changes here and there but still, each game has its specific quirks, some stuff that works in one doesn't work in another, then there is the "pathfinder" thing AND on top of that some stuff from D&D doesn't work in real time as it is supposed to work in TB.
I've made a Paladin using greatswords, 18-12-16-10-8-14 as my first char. Planning to stick to paladin without multiclassing for this one but then I was never good with 3rd edition D&D so I have very little idea what I'm doing. My only experience with it is from KotC (extremely limited class selection) and TOEE (only level 10 max and no prestige classes in vanilla).
If this isn't too different to 3.5, you should try to max CHA.

Magus should focus on Str after Int and not prioritize Dex as they can wear armor and they use their Spellstrike ability to hit with Touch spells in melee so they don't need Dex for it. Magus is also not a good class for a newbie to Pathfinder btw.
DEX-based seems less MAD with slightly better defence, and heavy armour comes at level 13, which could be relatively late in this game. Also, rapiers may get a 15-20 crit range, isn't that better for Spellstrike?
 

Lambach

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"properly in BG" - that's a joke, right? Need I remind you that D&D is a turn based system, BG is not. Many important elements of the system cannot work in real time. Out of the top of my head, initiative never did much in IE games and it's a crucial mechanic of pnp/turn based.

Properly in the sense of what the game format allows. The underlying mechanics in BG worked without error, to my knowledge at least.
 

Shadenuat

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what difficulty is the guy playing on?

+2 from difficulty should mean Challenging. I am playing that as well and you can see some of the monster stats I posted earlier.
if it's custom difficulty, he can juice all enemy abilities as well, that would explain the AC and DEX, no?
Hm yeah, probably. Since there are 2 sliders, one just gives enemy bonuses and other I take it modifies actual stats.
 

Dawkinsfan69

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rats are high level encounter

14549.jpg
 

Fedora Master

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Does anyone know what affects the recovery time? Does initiative feat shortens it?
As far as I am aware Initiative just helps against being flat footed in the first round of combat. Which is still useful considering how many stealth rogue archers are in this game.
 

Andhaira

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Found on the Steam forums:
2jyubOf.jpg

It seems they added on Hide Armor for +4 AC (the core Mite from the SRD is unarmored), then it gets additional +2 from custom difficulty. The final +3 from Dex (which should be +1 as per raw) is either a bug or much more likely the result of another difficulty setting, increasing all monster attributes by +2 (which would then affect all derived stats such as AC, Saves, BaB, DCs etc)

As Serus mentioned the game doesn't seem to have a core PF difficulty for some reason, so I strongly suggest just play on 'normal' for now, and avoid toggling on any other difficulty settings/sliders. The +0.8 damage won't deviate much from core PF, even on Crits.

Done, did my Codexian duty and bought it. I.....might have time to play it on the week-end...I hope...maybe...

Any recommendations on what fun class to play as a Pathfinder newbie? Grunker Andhaira?

Wizard definitely. If you don't like casters don't have issues with Alignment then go with Paladin. For pure fighter types you have options between Fighter, Ranger, Barbarian & Rogue (you can multiclass among these for fun builds). The game also has archtypes though, which adds more choice and tinkering. Magus is one of my favorite classes in PF, but not a good one for someone new to PF.

Note there are two ways to play Warrior-Mages: Either straight Magus (without Archtype even as the base Magus is superior IMO to any archtype available in this game) or Fighter 1/ Wizard 9/ Eldritch Knight 10. The second option will grant you all the highest level spells in addition to being competent in melee. (though Magus wins in the coolness dept)
 

Fedora Master

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Is there a straight wizard companion in the game? Fairly certain there isn't, since Ocativa starts as a rogue/wizard.
 

Andhaira

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Magus should focus on Str after Int and not prioritize Dex as they can wear armor and they use their Spellstrike ability to hit with Touch spells in melee so they don't need Dex for it. Magus is also not a good class for a newbie to Pathfinder btw.
DEX-based seems less MAD with slightly better defence, and heavy armour comes at level 13, which could be relatively late in this game. Also, rapiers may get a 15-20 crit range, isn't that better for Spellstrike?

My tips were for those new to PF, for experienced players of the system, well there are a lot fo things they can work with. ;)

If you are going for a DEX build with Weapon Finesse sure, Dex should be a priority. For myself I will go with a STR Magus with INT and STR pumped, and rely on Mage Armor and Mirror Image to boost AC as needed (just like in pnp!)
 

Mortmal

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Is there a straight wizard companion in the game? Fairly certain there isn't, since Ocativa starts as a rogue/wizard.
Unfortunately no, however i think you will prefer hybrid characters not so much ressources dependant, the vancian system doesnt cope well with the number of enemies.
 

ArchAngel

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Found on the Steam forums:
2jyubOf.jpg

It seems they added on Hide Armor for +4 AC (the core Mite from the SRD is unarmored), then it gets additional +2 from custom difficulty. The final +3 from Dex (which should be +1 as per raw) is either a bug or much more likely the result of another difficulty setting, increasing all monster attributes by +2 (which would then affect all derived stats such as AC, Saves, BaB, DCs etc)

As Serus mentioned the game doesn't seem to have a core PF difficulty for some reason, so I strongly suggest just play on 'normal' for now, and avoid toggling on any other difficulty settings/sliders. The +0.8 damage won't deviate much from core PF, even on Crits.

Done, did my Codexian duty and bought it. I.....might have time to play it on the week-end...I hope...maybe...

Any recommendations on what fun class to play as a Pathfinder newbie? Grunker Andhaira?

Wizard definitely. If you don't like casters don't have issues with Alignment then go with Paladin. For pure fighter types you have options between Fighter, Ranger, Barbarian & Rogue (you can multiclass among these for fun builds). The game also has archtypes though, which adds more choice and tinkering. Magus is one of my favorite classes in PF, but not a good one for someone new to PF.

Note there are two ways to play Warrior-Mages: Either straight Magus (without Archtype even as the base Magus is superior IMO to any archtype available in this game) or Fighter 1/ Wizard 9/ Eldritch Knight 10. The second option will grant you all the highest level spells in addition to being competent in melee. (though Magus wins in the coolness dept)
More like Mite Stone-Thrower is not a basic mite from the book but a beefed up version. It is normal practice in PnP to modify basic monsters with additional monster or class levels and give them better gear or better stats. These also become harder encounters and give more XP.
 

Fedora Master

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More like Mite Stone-Thrower is not a basic mite from the book but a beefed up version. It is normal practice in PnP to modify basic monsters with additional monster or class levels and give them better gear or better stats. These also become harder encounters and give more XP.

That's correct and perfectly fine but the automatic tuning is overdoing it. Seeing these stats it's really no wonder the party seems to miss more than they hit no matter what.

Looking at the difficulty option, the only way to get the PnP difficulty is by adjusting a few options. "Normal" will reduce damage and enemy scaling. Too bad the game doesn't say what "Slightly weaker", "Normal" and "Slightly stronger" actually translates to.
 

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