Neither, its 2 separate leveling systems which increase simultaneously. You level from 1-20 in your main classes and at the same time level from 1-10 in your mythic class.Arriving late to this party, WotR will start from lvl 20 and go do epic stuff just like NWN2 Mask of the Betrayer or its 1 to 20 and then epic progression or whatever its called in Pathfinder system.
Other than the new archetypes, I don't think there have been many additions to the classes from Kingmaker. The only one I've noticed is the Mount Bond option.Anyways to bring it back on topic of the Alpha, did Owlcat make any additions/amendments/fixes to the existing classes/spells too? Sounds like paladins can have mount bond, but for instance do druids have new wildshape options and woodland stride, and summon monster/ally spells different or new options?
Neither, it's level 1-20 but you start getting "Mythic Levels" sprinkled in throughout, based on story events. Your first Mythic Level should be around level 6.Arriving late to this party, WotR will start from lvl 20 and go do epic stuff just like NWN2 Mask of the Betrayer or its 1 to 20 and then epic progression or whatever its called in Pathfinder system.
You are assuming the mage has no time to react, at all
The main exception to this is Kineticist soloes. I challenge you to find me a solo with a fighter, barbarian, paladin or rogue. Go on, I am waiting
Now, how about instead of trying to represent the interest of the "solo player" for which it seems you have no experience and are in no position to provide an opinion on, you actually listen to the solo player. You might actually learn something. Sorcerer, Wizard, Druid and Cleric are not martial classes, even if you can default attack with them. So saying, "most of the solos are with martial classes" is outright lying when the majority of them will fall into those 4 classes, with the second highest group being Magus, Kineticist and Vivisectionist and the reason that most of these classes are picked is because they have spells, its not because they use weapons
Sword Saint is a caster, it isn't any of the classes he listed.The main exception to this is Kineticist soloes. I challenge you to find me a solo with a fighter, barbarian, paladin or rogue. Go on, I am waiting
Sword Saint is literally the most popular unfair solo build
You are lying. Soloing as a sorcerer has a huge problem. RESTING.
I wanna use powerful spells on Pathfinder WoTR just like i wanna use powerful firearms on fallout.
Mages are supposed to have to be prepared. About stoneskin, On 3.5e it is only DR 10/+5, so is no longer powerful like 2e. Mages received a lot of nerfs from 2e to 3.5e while everything got 2~5x more hp.
Because it is not relevant to this argument. The answer is complicated however and I would say, "it depends what type of caster the game is trying to simulate." A reality bending wizard? Probably whichever game has the most broken spellcaster available.You are assuming the mage has no time to react, at all
And let me ask you, WHAT GAME MADE MAGES RIGHT FOR YOU? You never answered that question. Do you know why? Every game who tried to balance then destroyed then. I saw most specializations and all prestige classes being destroyed on nwn1, all specializations being destroyed on nwn2, ddo ruining every arcane caster, except the real money expensive warlock, PoE 1/2 with extremely lackluster mages(...)
Sword Saint is literally the most popular unfair solo build
Here is one. 5 attacks with 48~104 damage and a critical range of 17~20. That is 240~520 damage per round. THE MINIMUM DAMAGE THAT HE CAN DO IS GREATER THAN A MAXIMIZED/EMPOWERED TSUNAMI (and note that tsunami is extremely nerfed compared to P&P which has a persistent effect)
source > https://steamcommunity.com/sharedfiles/filedetails/?id=1858063345
Here is 1 of my characters from solo unfair, happens to be a sorcerer:You are lying. Soloing as a sorcerer has a huge problem. RESTING.
It is not a problem in icewind dale.
Your problem is that everything that can cast a minor spell is a magician for you. A magus is not a pure arcane caster. Is a half caster. And Pathfinder is a party based game, a cleric is far more hard to replace than a sorcerer. You don't see arcane fans wanting to be able to heal and cast death ward/freedom of movement with arcane spells.
These are all casters and just because it happens to be more efficient in terms of action economy to use a caster to do melee damage doesn't take away from that fact. A martial class is a class that cannot cast spells.Your problem is that everything that can cast a minor spell is a magician for you. A magus is not a pure arcane caster. Is a half caster. And Pathfinder is a party based game, a cleric is far more hard to replace than a sorcerer. You don't see arcane fans wanting to be able to heal and cast death ward/freedom of movement with arcane spells.
Isn't that why we're all here?This thread is the purest form of autism.
It was fun at first, now it's getting a bit too autistic for my tastes.Isn't that why we're all here?This thread is the purest form of autism.
You CAN use powerful spells in WotR, and there are Mythic feats that give you more spell slots, improve specific spells (like Mage Armor), and make your buff spells last way longer, so just relax already dude.
These are all casters and just because it happens to be more efficient in terms of action economy to use a caster to do melee damage doesn't take away from that fact. A martial class is a class that cannot cast spells.
Because it is not relevant to this argument. The answer is complicated however and I would say, "it depends what type of caster the game is trying to simulate." A reality bending wizard? Probably whichever game has the most broken spellcaster available.
I don't know, I like my autism just a bit diluted.Isn't that why we're all here?This thread is the purest form of autism.
Which is great, except this isn't why people are playing Alchemists. The Alchemists which are soloing the game happen to be Vivisectionists and the reason people are playing them is due to a combination of how sneak attacks are implemented and access to useful utility low level spells like shield, haste, protection from energy, etc, as well as the high stat boosts they can achieve. Same goes for Sword Saint, it can get most of the good utility spells available to a full caster, without making too many drastic sacrifices on their spell lists. If spells like Timestop and Chain Contingency were in the game, there would likely be almost nobody playing half casters when soloing the game because the "sacrifice" of higher level spells would be much more penalizing.No, are not. A bomb is not subjected to arcane failure in any armor or in anti magical field. Alchemy is not magic. A bomb on pathfinder is not that different than a grenade IRL. Infusion is a power more akin to psionics than to magic. In fact, on D&D a mind flayer arcanist and a psionic mind flayer are completely different creatures.
For this type of game? The solution is probably to leave casters as is. The game is designed to appeal to people who like playing powerful casters, which means the best way to go would be to have them, but also have enemy casters of similar strength. The only real way for melee to "not feel left out" however would be for there to be powerful unique items that help bridge the gap, short of making melee less fighters and more casters, which undermines the principle of what a sword and board warrior is.If you are pointing a """problem""", i wanna know what is the solution? I an not against giving warcries and more cool stuff to martial classes, a decapitation skill, something akin to Overlord's martial arts but everyone who wanna put balance above everything else that i meet here just wanna another fast swinging blade festival where nothing else matters.
Interview With the Queen
The Absalom Reporter presents its readers with an exclusive interview with Queen Galfrey, ruler of the northern kingdom of Mendev, leader of the crusaders guarding the borders of the Worldwound, and illustrious servant of Iomedae.
Greetings, Your Highness! Thank you for agreeing to this interview.
Greetings to you and your readers. I don't usually have time to converse with bards, chroniclers, or the press, but if this interview attracts even a handful of new recruits to the ranks of the crusaders, then it is my pleasure.
Today you are famed throughout Golarion as one of the leading lights of the church of Iomedae. Many people call you "the Sword of Iomedae." However, some of our readers will be unaware that you started out as a paladin of another deity, Aroden, who was taken from us, to the profound sadness of all his faithful.
That is correct. Sometimes even I am surprised by how young the church of Iomedae is. And by how long we have been without Aroden. The beginning of the last century was a difficult time for me. I had lost my father and my god, I was crowned queen, and then the gates to the plane of chaos burst open right on the borders of my kingdom. Iomedae took up her heavenly post at that time, shouldering the heavy burden of protecting all mortalkind as Aroden did before her. My faith in Iomedae was my salvation. If you will permit me to wax poetic, finding my faith in Iomedae was like drowning in a raging sea and suddenly finding granite beneath my feet, raising me up. That’s what my faith in Iomedae means to me.
That leads us to our next question. You are more than one hundred years old, Your Highness. There are few substances on Golarion capable of extending the natural lifespan of any given race. It is assumed that you use one of these substances to prolong your life: the extremely costly and extremely rare sun orchid elixir.
I make no secret of it. The decision was taken by the church of Iomedae. You can ask the leaders of the church for further comment if you wish to know more about the reasons behind the decision. But the long and short of it is that the church feared the disorder that a change in leadership would bring while Mendev was embroiled in a war against the demons. For myself personally, this forced longevity is not a boon, it is a necessity, one that is bound up with my duties as the leader of the crusade.
Your Highness, our next question may seem provocative, but we would be remiss not to ask it. Many of your political opponents see your prolonged life as a power play. Some even go so far as to claim that you are exploiting the situation with the demon invasion to hold onto the throne of Mendev, your youth, and control over the flow of money funding the crusades from wealthy supporters.
My "political opponents" clearly have a low opinion of both my moral rectitude and my intelligence. Amassing power in a country that at any moment could be wiped off the face of Golarion by hordes of demons from the Abyss? I would rightly call a fool anyone who came up with such a scheme. And I say "fool" rather than use more strident language that is beneath the dignity of a monarch.
That is not an outright denial, Your Highness.
You would prefer a more direct answer? Then, of course, I deny it. I am not selfishly holding on to the reins of power, I am not treating the crusade coffers as my own personal bank, and I have no intention of living forever. Whoever is making these wild claims clearly has no understanding of the concept of duty. I, however, do. I have a sacred duty to my people, to my goddess, and to all Golarion.
The other argument that is often put forth in these debates is that Mendev is hosting too many foreign fighters. Volunteers flock here from all across Golarion to fight in the crusade. Crusaders do not answer to the government of Mendev, but to you personally, as the figurehead of the crusade movement and the leader of the paladins of Iomedae.
I must correct you on that point—the troops fighting in the crusade do not all answer to me directly. Far from it, in fact. For instance, the Hellknights are wholly independent and act as an allied force. I merely coordinate the actions of all the crusade troops.
And yet you still wield considerable influence over this massive military force.
Remind me to make your newspaper office my first target when I reveal my true visage and declare myself the tyrannical eternal queen of the entire continent. But that moment has not yet arrived, alas. Until then, I must continue battling the unending hordes of the Abyss. And thank Heaven that across all Golarion there are brave souls who are willing to leave hearth and home to defend our world.
It must take a special kind of person to do that.
Yes. Indeed it does.
Thank you for taking part in this interview, Your Highness.
Conducted exclusively for The Absalom Reporter by Dessi Kiess.
The Alpha has several bugs I've reported, things like extra domains (and archetypes that grant domain powers to classes that don't normally get them) not working, and some weird lighting effects in some areas when you cast a spell, but overall it's definitely less buggy than Kingmaker was on release.Will be interesting to see if the bugs and broken mechanics they never got around to fix in Kingmaker will just follow through to WotR.
You who are alpha testing, don't forget to report the good old bugs too
Like UMD not working on equipment (Blessed Path, anyone?), Crane Wing (feat) working with no free hands, magical vestment (spell) not working at all on shields (and not as it should on armor) etc. etc. So annoying that they never fix these things
Oh really Galfrey? You've got plenty of time to sit around camp "undercover" while telling your life story and flirting with your new commander.I don't usually have time to converse with bards, chroniclers, or the press
Not yet it isn't, I am only warming up!This thread is the purest form of autism.
Cool I imagine the devs have a greater incentive for getting a smooth, fresh release than patching on the old and forgotten.The Alpha has several bugs I've reported, things like extra domains (and archetypes that grant domain powers to classes that don't normally get them) not working, and some weird lighting effects in some areas when you cast a spell, but overall it's definitely less buggy than Kingmaker was on release.Will be interesting to see if the bugs and broken mechanics they never got around to fix in Kingmaker will just follow through to WotR.
You who are alpha testing, don't forget to report the good old bugs too
Like UMD not working on equipment (Blessed Path, anyone?), Crane Wing (feat) working with no free hands, magical vestment (spell) not working at all on shields (and not as it should on armor) etc. etc. So annoying that they never fix these things
Haven't encountered any items like Blessed Path to check with UMD and didn't take Crane Wing on any characters but I do have Magical Vestment and will take a look at it to see if it's been fixed next time I fire up the game.
At least you're a good sport.Not yet it isn't, I am only warming up!This thread is the purest form of autism.
For this type of game? The solution is probably to leave casters as is. The game is designed to appeal to people who like playing powerful casters, which means the best way to go would be to have them, but also have enemy casters of similar strength. The only real way for melee to "not feel left out" however would be for there to be powerful unique items that help bridge the gap, short of making melee less fighters and more casters, which undermines the principle of what a sword and board warrior is.
The type of RPG I personally want does not exist, but it is unreasonable to expect the entire world of RPG developers to bow to my whims and make my ideal game, so I try to appreciate other people's vision instead.
Pathfinder Ruleset said:This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).
A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one’s breath doesn’t help, but creatures immune to poison are unaffected by the spell.
Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground.
Figure out the cloud’s new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.
Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.
source https://www.d20pfsrd.com/magic/all-spells/c/cloudkill/