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Everything posted by Gromnir
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sceptre is most setting appropriate. a garrote is not a viable deadfire weapon. point o' fact, it is not a viable weapon, period. as the self-proclaimed queen o' the gods, makes sense she would utilize "noble" weapons for priestly spiritual weapon. 'ccording to poe, such weapons include dagger, rapier, mace, rod and sceptre. is doubtful wael rod is replicated for woedica, which is too bad as rod is both a tool o' rulership and punishment; kinda ideal for a deity o' vengeance. am thinking any o' the remaining options from the noble list would be appropriate, but sceptre, more than rest, would fit with queen theme. rapier is a noble weapon, but such a sword evokes images o' swashbucklers and duelists, which the queen in exile most assuredly is not. from our pov, scepter or sceptre + dagger or mace make most sense. HA! Good Fun!
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https://forums.obsidian.net/topic/94949-should-might-stay-multiplicative-or-return-to-additive/?p=1959119 so folks might see-to-believe. november 2017. were multiple threads such as the one linked and once might became strength, the same debates were reinvigorated. were might behavior posts in main beta discussion board and build board and bug board. ubiquitous. so, how were it possible for obsidian to be unaware o' the manner in which might were behaving in deadfire 'til immediate preceding game release? *shrug* only way we can explain such ignorance is to conclude beta feedback from the community posted on these boards were ignored. we may seem over harsh, but the might oversight is one o' many and such failure should constitute a learning moment for obsidian. am hopeful obsidian remembers the lesson. 'course we recognize the impotence o' posting on obsidian's boards as this ain't where obsidian is tracking feedback. HA! Good Fun!
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Pathfinder Kingmaker is bigger then Deadfire
Gromnir replied to no1fanboy's topic in Computer and Console
minor correction: we noted 'bove how when we takes a level o' monk for an intimidating melee inquisitor, we choose either improved initiative or combat expertise for the monk bonus feat. brain fart. improved initiative and combat reflexes is our coin-flip choice. if we got access to a reach weapon and decent dex, then combat reflexes is a good option, particularly as it makes available an additional teamwork feat. HA! Good Fun! -
being part o' the beta woulda' left you more confused as might, for a considerable amount o' time, were OP. then might became strength and resolve-- the split implemented for balance reasons. in any event, strength/might stacking were the clear win 'til almost game release when josh finally responded to a post 'bout might behaving badly indicating he had been unaware o' the issue and would endeavour to address the problem. the black humor o' the situation being beta folks had been bemoaning broken op might since initial beta release, but since josh (and every other obsidian developer) were apparent only paying attention to something awful and reddit posts, he were blissful unaware o' an issue o' which beta testers were cognizant and discussing for months. HA! Good Fun!
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Pathfinder Kingmaker is bigger then Deadfire
Gromnir replied to no1fanboy's topic in Computer and Console
lawful inquisitors gets a smallish mechanical advantage against the majority o' tougher kingmaker foes. not a biggie. in addition to superior saves, monks also add their wisdom bonus to ac when unarmoured... but is unlikely such is gonna be a meaningful loss save in some particular situations. add fighter instead o' monk and you get access to all martial weapons, so you need be less concerned with weapon choice than Gromnir observed. exploit weakness is a level 14 inquisitor ability which is triggered on a critical hit. ideally you are gonna want to be using a high crit weapon to maximize exploit. half orcs get proficiency with falchion, a high crit, martial, two-handed weapon for free. is a fair number o' nice great axes in the game, and falchion is kinda a perfect melee inquisitor weapon. can't go wrong with half-orc, regardless o' eventual class choice. HA! Good Fun! -
Pathfinder Kingmaker is bigger then Deadfire
Gromnir replied to no1fanboy's topic in Computer and Console
level 16 is kinda a sweet spot for inquisitor levels, particular for an intimidator build; you receive 1/2 inquisitor levels bonus to intimidation checks via stern gaze. so 16 levels o' inquisitor + 4 levels o'... something. level 18 inquisitor would get you 1 more point o' judgement damage, but the sneak attack bonuses from additional levels o' vivisectionist or rogue is too potent to pass. one level o' monk or fighter makes sense as both provide free feats. traditional monk provides better saves but more limited feat selection (take either improved initiative or combat expertise.) fighter lets you choose any feat you wish. we typical choose monk, but ain't a build breaker choice. sneak attacks, mentioned already, is weird in kingmaker. any two characters attacking same target = flanked. so, with 1 level o' vivisectionist and two levels o' thug you will receive 2nd tier sneak attack, thug bonuses to intimidate, evasion, a free combat feat, and a +4 alchemical bonus to strength. so, typical we take two levels o' inquisitor, then go with 1 level each o' vivisectionist, thug and traditional monk. keep adding inquisitor but wait to level ten to take second level o' rogue (thug)-- you will be able to get shatter defenses a smidge early by delaying second level o' rogue. is unintuitive meteagamey nonsense and silly, but whatever. keep in mind the inquisitor only receives pretty much priest weapon proficiencies + bows. as an intimidator, you will likely wanna use a strength build as intimidating presence is a worthwhile feat and 'cause you are gonna wanna be in the thick o' melee combat to get most out of your feats. inquisitors only apply bane/greater bane to one weapon, so dual wield builds is rare as effective as strength-based builds which exploit a single big weapon. keep in mind weapon choice when choosing a deity. is not many deities which have a nice two-handed melee weapon as their favored choice. shelyn is a non-intuitive choice for an intimidator build, but a reach weapon is a nice option. humans get an extra feat and an extra skill. you are gonna be using a whole bunch o' feats to maximize your intimidator, so humans is a good choice. dwarves is another choice worth considering. dwarves is actual the ideal race choice for a ranged inquisitor. serious. your best class saves for inquisitor is fort and will, but a ranged kingmaker inquisitor is gonna have high dex and a few levels o' rogue. a dwarven ranged inquisitor will end up getting evasion and stalwart (which is like evasion but for both will and fort saves) and with steel soul (+4 to all saves) and correct teamwork choices, your dwarf ends up with insane saves. you intimidator won't be a ranged character, but your reflex saves should still be okie dokie. choose dwarf and steel soul feat is worth consideration. half orcs is actual your ideal race choice from a pure mechanical pov. benefits: +2 on intimidate checks, +1 skill point per level (make certain to max perception and persuasion,) and you get falchion and great axe as racial weapon proficiencies. although an ironic choice, a half-orc inquisitor o' callistra would solve your weapon conundrum as you could choose falchion (recommended) or great axe as your weapon o' choice and still get trickery and callistra. our current fave domains for an inquisitor is luck and nobility... 'cause they both work as described and are both useful. such is rare for kingmaker. glory would be the perfect domain choice for an intimidating inquisitor... if it were working proper. 3+wisdom modifier times per day, glory domain allows the inquisitor to add cleric level to a single charisma check. so, potential add another +16 (end game) to all those intimidation checks? crazy powerful and such bonuses last for an hour until utilized. use before combat. haven't checked since last couple o' patches, but if touch o' glory affects dazzling display and cornugon smash and dreadful carnage, then bypassing glory domain is actual a kinda self-gimpage for an intimidation inquisitor. aside, am actual personal less concerned with ability scores than most folks. by the end o' the game, feats and gear is gonna be far more important. personal, we get str to 16 by mid-point o' game, and put all other level-up bonuses in wisdom. *shrug* whatever. with mutagen alchemical bonus and gear, your str will be plenty high with a natural 16. ... think we covered basics. HA! Good Fun! ps is noteworthy the class/level screen does not accurate describe inquisitor bane as it performs in kingmaker. at level 12, bane is automatically replaced with greater bane, as happens in pnp pathfinder. 4d6 damage. inquisitor is thus even stronger than one might believe from reading in-game descriptions. -
am still a fan o' deadfire priests, but is more for thematic reasons than gameplay reasons. truth-to-tell, much o' what made priests such a great class in poe fails to translate to deadfire. being good at everything were achievable in poe with a priest plus a little effort. in deadfire, you can do similar with a host o' multiclass choices. wanna be good at casting and with melee weapons and with party heal? chanters have fantastic buffs and "spells" which you can combine anyway you wish with a host o' classes more suited to dishing out weapon damage-- rogue, fighter, barbarian, etc. can play all kinda wacky deadfire multis to achieve such broad capacity. in deadfire, we don't need play a priest to achieve universal competence. furthermore, the poe priest spell catalog had a handful o' sooper-fantastic damage spells and universal applicable buffs/debuffs, along with a host o' highly situational spells. wanna fight early game mind zorking fungi? in poe priestly holy meditation spell is a game changer. in deadfire, holy meditation ain't as useful as it were in poe while still being only situational useful. do you waste limited ability choices on situational useful? the change to per encounter spells (a good developer choice btw) shoulda' resulted in more significant alterations to the priest spell catalog, 'cause at the moment there is far too many situational priest spells which is only ever reasonable to be cast from a scroll. the gulf between obvious choice spells and situational useful spells tends to be stark in deadfire, and there is only highly specific builds which is gonna benefit from any priest choosing situational use spells at level-up. most significant current obstacle for a pc priest, particular a multiclass priest, is the party size reduction in deadfire. a multiclass priest o' wael + berserker is gonna be wasted if all you do with the character is buff and heal. yes, a berserk priest with big might numbers is gonna heal like a champ, but if you start every combat with a couple buffs followed by a heal, you ain't gonna make much use o' your damage causing potential. shame. in poe it were relative easy to rationalize a two-priest party even if such seemed too novel an approach for many players. calculus to to explain a two-priest party in deadfire is an even tougher sell with the smaller deadfire party. 'course is still reasons to play priests in deadfire. the priest is still the best buffer and healer. stuff such as salvation o' time and devotions o' the faithful is gonna be getting almost constant usage, and your holy radiance ability is extreme powerful, if not quite so op as in poe. particular if you haven't played deadfire multiple times and is lacking meta knowledge, the spiritual weapons is potent and will be useful for more than 2/3rds o' the game. seal spells is still underrated as they were in poe seeing as how deadfire seals may be cast and empowered outside o' combat. skaen and wael priests, in particular, get bonus spells which can be highly useful depending on your build or party composition. priests also get a few more dialog options than other classes. wael priests, in particular, gets a handful o' nice world map and special encounter gameplay choices. etc. the wael priest + berserker is an absolute mob destroyer. maybe choose white witch mask and admitted late-game spirit tornado? you will be terrifying large numbers o' foes... and the more enemies you face on screen is making the wael shaman proportional increasing useful. yeah, is a couple berserker combos which get more damage outta rod blasts or the voulge or the mage's blast pike, but few is able to self buff/heal as does the wael shaman, and the wael priest's rod o' god is ideal suited for such a combo. in point o' fact, Gromnir actual stopped using the summoned rod as even in our potd run it felt like we were exploiting. even so, do not make your shaman the party's primary buffer, or you will likely be disappointed. as an aside, we did play a troubadour and it makes for a fantastic class buffer and debuffer. is less 'bout dps though, so if you love to look at records o' personal damage and such, a troubadour celebrant will underwhelm. skald works best when coupled with a class which boosts crit opportunities (e.g. fighter with disciplined strikes) and am admitted not a fan o' current beckoner. HA! Good fun!
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am kinda ambivalent on this. am thinking aaron rogers has been superlative worthy in spite o' poor ol play and a depleted wr corps. at the same time, am betting any number o' nfl qbs would kill for receiving targets such as davante adams and jimmy graham. the defense, beggard by management, has played decent even with the recognition o' the secondary being comical porous. the record, which ain't great, could easily be much worse, as gb were hair's breadth away from losses against chicago, minnesota and san francisco. packers is a couple plays away from being 2-7. as such, am thinking mccarthy actual deserves some credit for having the packers a game below .500 and only a couple games out o' the division lead. last night, playing without jimmy graham for much o' the contest, aaron rogers once again worked incomprehensible magic multiple times to be keeping gb seeming on the cusp o' victory... but fact gb were even in the game were a minor miracle, all things considered. rogers, with a bad knee, were sacked five times behind an ol which has been deserving much criticism all year. maybe more impressive is the fact rogers has only thrown a single pick this year, which is impressive but statistic unlikely to continue. mccarthy takes heat for not going for it on 4th and 2, but the packers were 3-11 on 3rd downs for the night, and graham were no longer in the game. realistic expectations on 4th down had to be in the sphincter clench zone. sure, aaron jones had a decent night, but more so as a receiver and his decent runs were from shotgun formations. is easy to second guess mccarthy, but from a pure numbers pov, the choice to punt on 4th were reasonable. at the same time, if you got aaron rogers as qb and davante adams at wr and a team o' young players looking for confidence boosting moments, a 4th and 2 in the 4th quarter in a thursday night game seems like an ideal time for a coach to show his team he believes in 'em. in any event, with the obvious talent voids at wr, ol and the defensive secondary, am wondering what is reasonable expectations for the packers at this time. gonna suggest aaron rogers, and the unbelievable season he is having in spite o' brobdingnagian obstacles, is obscuring the reality o' the situation the packers is actual facing. a) the packers should have won that game. b) how the hell were the packers even in that game? the above two choices is not actual mutual exclusive, but am thinking too few packers fans see (b) as a correct answer. ambivalent. HA! Good Fun!
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it might be nice to be a person who genuine likes everything, but am suspecting if we ever met such a unicorn, we would find their indiscriminate positivity to be creepy and disconcerting. seems to us likes has little value and meaning unless contrasted with the rejected. and to be perfect honest, dislike can be more fun than like. HA! Good Fun!
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'ccording to early game feedback telemetry, literal nobody were playing shaman. can't say such anymore as Gromnir did play a wael priest+berserker for our second run. fun and effective. the wael specific priest spells complemented the berserker squishiness. we went with two-handed style and used rod of god or lord daryn's voulge for majority o' the game, with a somewhat awkward interlude during which modwyr were our weapon o' choice to counter the berserker confused state. carnage were synergizing with the wael rod modal and the voulge. op kinda damage. only tough development choice were whether to forgo third tier prayer for the spirit and rely on xoti or drugs 'til we could choose tier five litany for the spirit... though am admitting we do not know if we would go blood storm or spirit tornado route if we played again. waelite berserker is not an obvious choice, particular as so few actual play, but am thinking it is overlooked and underplayed in spite o' known positive qualities. HA! Good Fun!
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for an off-tank, we can see the appeal o' a torm crusader. because the crit chances is multiplied, disciplined barrage is all you genuine need to see good crits on a high accuracy hearth orlan... or whatever. at the same time, as torm wants off-tank, the high accuracy spear or club or dagger wielding crusader is gonna be plenty resilient for off-tankishness. heck, for most o' Gromnir runs o' deadfire, xoti has been our off-tank and she is nowhere near as resilient as would be a player crusader. if were Gromnir trying to do as torm, we might choose brawler as a crit spamming off-tank. am not a devoted fan, but combine with either nalpazca or helwaker would be kinda fun off-tanks who would also see benefits from a high crit rate. 'course we would get negligible support from a brawler. also to consider, deadfire has five-member parties, and we personal rare feel as if we is successful fulfilling support needs/desires unless our own character also has support capacity. obvious support companions is xoti, pallegina and tekehu. pallegina is more ideal suited to dps roles not to mention building influence with her and xoti simultaneous is difficult. tekehu is a viable support companion who also don't pair well with pallegina... and am admitted ambivalent as to which we loathe more, the huana caste system or tekehu's character story. anybody genuine sympathize with the pressure tekehu must endure being worshiped and coddled all o' his life? *snort* so sure, torm could come up with better crit builds, but a crusader build is gonna be useful regardless o' levels or special weapons or one-trick-pony builds. high crit crusader is a viable way to off-tank while providing a bit o' party support. personal, for our main character, am less interested in being super-fantastic at any one thing. we prefer a main to be able to do a bit o' everything. so far have had most fun playing contemplative and shaman characters. our faves is hardly ideal dps or support characters, but they is useful and entertaining. torm's crit crusader should provide decent damage output in a character tough enough to off-tank while also providing useful support. sounds viable. HA! Good Fun!
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this is exact the same problem as the cowboys ownership and coaching is making. dak were never a franchise qb. he has always been bottom 1/4 of league as far as accuracy is concerned, and lack o' accuracy typical dooms a qb. however, with the best ol in football and a good rb, dak could throw high percentage passes and the cowboys would win games. am recalling a comment from a nfc defensive coordinator from a couple years ago regarding the cowboys offense. dc observed how predictable were the cowboys offense, but he meant as a compliment. the defensive coordinator observed how teams playing dallas knew exact what dallas were gonna do, but defense couldn't stop 'em even so. the cowboys do not current have the best ol in football. zach martin is likely the best player on the cowboys roster, but the ol as a unit ain't what it was a in 2016. dak needs to make plays in 2018. unfortunate, the wrongful perception o' dak as a winner (as 'posed to a good qb) lingers in dallas. ... is kinda the reverse o' the giants problem. folks is blaming eli for bigger offensive unit problems. in point o' fact, the cowboys would be playing a whole lot better if eli were their qb. eli is still a far better qb than dak, but he is getting mauled. ol is root cause o' giants offense problems. giants went out and got a potential HoF rb in the recent draft, which makes perfect sense if this is 1998 instead o' 2018. even so, am having a hard time faulting the drafting o' saquon as 'posed to a qb, 'cause am still not convinced there is a franchise qb 'mongst rosen, mayfield and darnold. 2018-2019 giants woulda' been far better off trading down for an ol... though perhaps the giants were sacrificing 2018 'cause they liked hebert or some other 2019 qb. regardless, sooner cowboys realize dak is an inaccurate passer who will active lose most close games for them, the sooner dallas corrects their offensive woes. HA! Good Fun!
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can't give an answer 'til am knowing what you want out of your paladin or paladin + _________. wanna be a top-tier damage dealer who is able able to take a punch or two? wanna be an immortal tank who also buffs when needed? heck, can limit discussion to only play a votary and depending on your playstyle you are able to tank with the best or deal serious damage or find some kinda nice balance 'tween tank and dps. so, what do you want from your character, 'cause chances are there is gonna be a dozen paladin multiclass combos which will come close to achieving what you want. particular in an rpg such as deadfire, "best" is not an objective value when discussing relative class merits. on the positive side, deadfire is flexible enough such that if you wanna play a paladin + (to be determined,) chances are you will be able to find a multiclass combo which suits your needs/desires. so, what do you want? HA! Good Fun!
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hardcore is wholly transparent shorthand gamer vernacular. call a game hardcore is a preemptive defense o' any game which achieves a trifecta o' poor balance, excessive bugs and unintuitive mechanics. any bass ackwards game which embraces the curmudgeonly luddite lunatic fringe by implementing "features" which actual maximize gamer frustration somehow gets the hardcore treatment. 'course only OG gamers is able to appreciate a hardcore games, yes? is the emperor's new clothes silliness for the digital generation. game stands on merits or it does not. as such, hardcore is, at best, nonsense. at worst, hardcore label is intentional deflection. pointless in any event. HA! Good Fun!
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every obsidian related chrisA post from the past three years should be replaced with a link to the following: HA! Good Fun!
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Pathfinder Kingmaker is bigger then Deadfire
Gromnir replied to no1fanboy's topic in Computer and Console
worth posting is the forward for the second title in the pnp kingmaker adventure path. the forward is entitled, No Need to Rush. Nation building takes time. The rules presented in “Of Kings and Cities” (starting on page 54 of this volume) use month-long intervals to track a kingdom’s growth, and it could well take many months or even years for a nation to achieve a respectable size of a few dozen hexes. This means that the Kingmaker Adventure Path has potential to be the longest-running (in game time, at least) Adventure Path yet! As the GM, you should embrace this fact. While it can be tempting to race through an Adventure Path and assume that its events more or less play out in real time as you play the game, Kingmaker benefits from numerous long breaks in which the PCs take a step back from adventuring and spend time relaxing, running their nation, crafting magic items, and so on. Not only does this increase the verisimilitude of the campaign (nations don’t become sprawling kingdoms overnight, after all), but it can also allow for game play elements that often get left behind in campaigns that don’t pause now and then for air. With a slower-paced game, PCs who want to craft items will have plenty of time to do so. And watching a beloved character grow old or establish a family can make the rewards of a successful adventure even more poignant. The Kingmaker Adventure Path isn’t on a timer. The events that play out in this campaign can unfold at any pace you wish. A good way to run the campaign is to let the PCs take control; as they explore the Stolen Lands and develop their kingdom and cities, the encounters and events of this adventure should trigger naturally, at an organic pace. If you ever feel that the PCs are lagging or stalling, it’s a simple matter to have the next kingdom event occur or one of the many NPCs in the area approach the PCs with a quest. You can use any of the quests on the inside front covers to maneuver the PCs to a specific location—and in so doing, they’re likely to encounter even more encounters and quests. (edit: skipped over small spoiler) Before you actually begin “Rivers Run Red,” consider having the PCs run through an entire year of their new kingdom’s development. During this time, they shouldn’t be exploring—they should be helping their initial cities and kingdom develop. By taking a year to do this, you help to establish a break between this adventure and the previous one, give the PCs some time to recuperate and craft items if they wish, and perhaps most importantly, give them a chance to build up the basics of a kingdom. Of course, if the PCs are itching to get back to exploration, you can jump in and begin a new adventure at any time. Likewise, it’s okay if at any point during the adventure the PCs want to stop and take several months off to focus on their kingdom, venturing out to explore again only when the need to find more gold for their treasury or more land to conquer arises. Take the game at your own pace, and have fun as you go! (edit: what follows is advice to GMs regarding player selection o' leaders.) James Jacobs Editor-in-Chief james.jacobs@paizo.com end ... kinda makes one wonder if the owlcat folks bothered to read the forward 'cause the advice, good advice, to GMs running the pnp adventure path were not embraced by the crpg developers. HA! Good Fun! -
Pathfinder Kingmaker is bigger then Deadfire
Gromnir replied to no1fanboy's topic in Computer and Console
is only the cutscene charisma-based checks which is busted. normal dialogue diplomacy checks seem okie dokie. go figure. in any event, for our half-orc inquisitor, the bigger issue is the intimidation-related combat feats being undercut. a half-orc with inquisitor's stern gaze, the persuasive feat, skill focus: persuasion and intimidating presence while using combat feats o' dazzling display cornugon smash, shatter defense, and dreadful carnage should be gaining big benefits from touch of glory... particularly when combined with a level or two o' thug. the thug converts shaken to frightened if the thug beats the demoralize dc by enough. unfortunate, thug's frighten is busted and is not applying to dazzling display, cornugon smash nor dreadful carnage, and as already stated, touch of glory doesn't apply neither. depending on how one builds, a player might not be getting dazzling display until level five, so the reality o' touch o' glory and thug not synergizing doesn't become apparent for a considerable number o' gameplay hours. annoyed. HA! Good Fun! -
respec is invariably an optional feature. for those offended by the exploitative nature o' respec, the solution is simple and obvious: do not respec. axiomatic. converse, as has become obvious from recent crpg releases, respec is a boon for many players who must endure developer error for weeks or months. whatever beliefs a few folks have 'bout the integrity o' single-player crpg gaming, it is beyond question the developers will make mistakes during development. features often do not work the same on thursday as they did on monday. particular in the case o' a game such as p:km, which uses antiquated over-dependence on pre-requisites for feats n' such, a player may build a character for dozens o' hours and then discover that the keystone ability they were building their character 'round does not actual work... at the moment. many people will respec to exploit. so what? is sp games we reference, yes? so what if bob respecs at level 12 'cause then he can change is vanilla fighter to a rogue/vivisectionist/traditional monk/two-handed fighter to take advantage o' ________ weapon or _______ feat? doesn't bother Gromnir. is only a problem in any event 'cause developers created an unbalanced game, so espoused notions o' gaming integrity is hardly convincing. (am suspecting many folks arguing 'bout respec not realize they is actual providing another argument for greater game balance, but such is another argument for another thread.) other side o' the coin is dave who respecs not to exploit but 'cause o' the predictably endemic developer errors which lead to bugs which decrease the efficacy and/or fun o' a character after hours and hours and hours and hoursandhoursandhoursandhours of gameplay. should dave need suffer with a broken character simple to prevent bob's exploitive impulses? why? how does such weighing o' relative benefits and costs work to support exorcism o' respec? oh, and most folks who has played long running pnp campaigns will know respec happens all the time. dm changes mind 'bout rule or the addition o' a prestige class or whatever. it happens. is common for minor changes to a character to be made to accommodate dm alterations to rules... 'cause the dm who changes mind 'bout rules but then forces the player to maintain the integrity o' their character record sheet is not gonna keep many players. HA! Good Fun!
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Pathfinder Kingmaker is bigger then Deadfire
Gromnir replied to no1fanboy's topic in Computer and Console
one step forward. two steps back... we got six characters past the stag lord confrontation, and we has had to quit on 'em all for various bug and mechanics issues. the feyspeaker "fix" we mentioned earlier in the thread. we mistaken level'd a character with the two-weapon fighting feat while he were fatigued and so we lost the benefits of two-weapon fighting... permanent. the two-weapon bug is fixed with 1.12? will need check and see if it fixes retroactive. ecclesitheurge still is not able to memorize domain spells in non-domain slots. oops. touch of glory is not affecting cutscene diplomacy or intimidation checks, nor does it modify the dazzling display, cornugon smash, and dreadful carnage feats, so our half-orc melee intimidator got put on hold. is a number o' teamwork feats not being appropriate applied party-wide by swift tactician. so our ranged inquisitor is on hold. etc. only good thing 'bout having quit short after stag lord so many times is we have had fewer kingdom building frustrations than most folks, though such is not to say we has had no such issues. address advisor concerns... advisor project automatic advances calendar two weeks and so multiple events and maybe a plot essential quest auto fails. what? the predictable end o' the month events is a perpetual headache as they need be resolved by month's end and so we need keep advisors sidelined from other tasks 'til am knowing there won't be an end o' month essential events. etc. is probable too long ago for folks to recall, but p:km is reminding us much o' bg1 initial release. bg were big and buggy and seeming every other spell or ability weren't working as intended or designed. many busted quests. endemic mindless enemy ai. familiar. 'course bg had fewer class leveling opportunities than p:km and bg were having fewer abilities and spells overall. were less stuff to break in bg. no kingdom building for bg either. am gonna put this game aside. p:km predictable needs to have many bugs resolved as is typical the case for complex crpgs when first released. am also hopeful a few kingdom building aspects is addressed as such features add little save annoyance to the game in their current state. game is more frustrating than fun for us at the moment. HA! Good Fun! ps is a minor quibble as we can recruit, but why not provide one vanilla wizard or sorcerer companion? unlike the pnp adventure path, in p:km you is gonna have a possible party o' six (compared to four in pnp). how many people don't want a wizard or sorc when rolling with six? octavia is clear intended as an arcane trickster, though why transmuter o' all specializations? would it have been so terrible to add the ezren iconic? http://www.pathfindercommunity.net/iconic-characters/ezren---iconic-wizard/ezren-iconic-wizard-1 is another reminder o' bg... if you played non-evil and didn't want to recruit edwin... 'cause periodic and intentional unsuccessful robberies to keep reputation low enough to keep edwin 'round were perhaps too meta? -
Pathfinder Kingmaker is bigger then Deadfire
Gromnir replied to no1fanboy's topic in Computer and Console
our sorc choices is also the int-based option, but we choose human for the extra feat and skill. sorcs do not get many skills, so the int-focused sorc + human skill bonus mitigates the pain o' going sorc. HA! Good Fun! -
Pathfinder Kingmaker is bigger then Deadfire
Gromnir replied to no1fanboy's topic in Computer and Console
melee inquisitor has a few good options. nerd commando has a good option with the dex build. personal, we like skill points and big weapons. inquisitors get loads o' skills, but am gonna always give 14 int for more. choose human for extra feat and extra skill. if you do not care 'bout skills, you may alter the following a bit. s15,d12,c12,i14,w17,ch12. if non fantastic charisma bothers you, recall stern gaze gets you 1/2 inquisitor level added to intimidate persuade checks, and with Gromnir suggestions you is gonna max persuasion anyways. even so, perhaps lower int by 2 and increase ch if you feel it is appropriate. regardless, under influence o' heroism or the like, you is gonna see intimidate near 50 by late game. feats and secondary class choices is gonna define your inquisitor. pick heavy armour feat at level 1. shelyn is a good deity option for luck domain and to get a reach weapon, but personal am preferring gorum as we mentioned earlier in the thread. destruction domain will add damage and a greatsword is a nice 2-h weapon. gorum is a perfect ideological choice for a build which is gonna exploit intimidate over and over and overandoverandover. 1 level rogue (thug) and 1 level vivisectionist will get you a couple tiers o' sneak attack as well as strength mutagen. add accomplished sneak attacker feat for additional sneak attack goodness. kingmaker flanking is busted, so virtual every melee build benefits from sneak attacks. with thug, any successful demoralize attempt lasting more than four rounds becomes frightened, so take persuasive, intimidating prowess and skill focus: persuasion to increase your intimidation. other thematic feats which synergize well with your intimidator is dazzling display, cornugon smash, shatter defenses and dreadful carnage. make certain to take weapon focus and power attack as they is prerequisites for a number o' feats we mention. extra bane would be nice, but you likely do not have enough feats if you chose everything we suggested. you are gonna be doing devastating damage with destruction judgement, destruction domain power, bane and sneak bonuses. HA! Good Fun! -
you are likely blocking out an unpleasant memory. yes, we would all like to forget sybok, but spock's full vulcan half-brother were sporting the fanatic's beard decades past. can't blame superior human dna or mirror universe for abundance o' whiskers. HA! Good Fun!
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Pathfinder Kingmaker is bigger then Deadfire
Gromnir replied to no1fanboy's topic in Computer and Console
le sigh. harrim, with a 10 charisma, were able to level-up and gain new spells pre 1.06. so apply your reasoning to pre 1.06 harrim and to what conclusion does you arrive? wisdom were indicated in level-up as the prime attribute o' a fey speaker, and a 10 charisma feyspeaker harrim aquired druid spells o' level two and three and beyond. am not saying charisma were useless to a feyspeaker pre-patch, but at the very least, pre-patch, wisdom were also effective for a feyspeaker... and as the actual in-game level-up indicated wisdom as the prime attribute... a viable build concept, a build concept supported by in-game description, were rendered largely impotent by a patch. kiss +12 hours o' gaming goodbye. HA! Good Fun! Because it was a bug.so? in-game description o' class indicated wisdom as prime attribute. spell memorizations and dcs behaved as if wisdom were the prime attribute. bug or not, there has been numerous changes by the developers which has led to various builds performing significantly different post patch, though perhaps no more dramatic than feyspeaker. it is predictable there will be bugs and and changes which invalidate player choices in a game such as kingmaker. predictable developer fails is the reason why respec should be a feature o' all these kinda games. goes w/o saying, players should not need pay for developer errors. HA! Good Fun! Yes, and in the tabletop Feyspeaker uses Charisma. It's not as if they decided to change it because of balance forcing you to restart because you lose a talent point due to a big when you respec for months on end... https://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo-druid-archetypes/feyspeaker-druid-archetype/ again, so what? am not concerned what feyspeaker is in pnp. none o' these classes is implemented exact as they appear in pnp. flanking isn't working as it does in pnp. numerous kingmaker spells do not work exact same as in pnp. is not for Gromnir to puzzle out which changes is accidental and which is intended. similar, if owlcat fixes kingmaker flanking tomorrow, am gonna feel a bit foolish for having given so many characters levels o' vivisectionist or rogue. and am not knowing what "It's not as if they decided to change it because of balance forcing you to restart because you lose a talent point due to a big when you respec for months on end..." means in present context? is that a poe dig? perhaps am missing a word or two? if is a poe dig, is a good thing poe has respec so such issues might be addressed positive by players w/o need for a restart. and lord knows we would be more understanding o' balance adjustments with available respec as 'posed to current owlcat failure o' owlcat implementing pathfinder rules with inherent busted balance. only reason for owlcat borked implementation is either mistake or inability to match pnp. if ingame description said prime attribute for feyspeaker were charisma, but we had harrim chose anyways 'cause we saw game were bugged and applying wisdom, that would be on Gromnir. if we were exploiting what were obvious a mistake, that would be on us. not what happened. actual ingame description told us prime attribute were wisdom, and we chose wisdom as a reasonable person would do. and again, if you is comparing km on sly to poe, we welcome such, 'cause this is one aspect poe clear does better. not only is obsidian active in attempting to fix balance issues as well as bugs, but they got a feature which allows players to respond to minor and major changes which is occurring with each patch. owlcat can wash hands on balance issues like pontius pilate and blame pathfinder rules for imbalances, even where the crpg implementation is creating the imbalance? even if you believe such silliness, there is many examples o' owlcat failure to implement rules as written, and for which player is left to guess whether such will or will not be fixed. HA! Good Fun! -
Pathfinder Kingmaker is bigger then Deadfire
Gromnir replied to no1fanboy's topic in Computer and Console
le sigh. harrim, with a 10 charisma, were able to level-up and gain new spells pre 1.06. so apply your reasoning to pre 1.06 harrim and to what conclusion does you arrive? wisdom were indicated in level-up as the prime attribute o' a fey speaker, and a 10 charisma feyspeaker harrim aquired druid spells o' level two and three and beyond. am not saying charisma were useless to a feyspeaker pre-patch, but at the very least, pre-patch, wisdom were also effective for a feyspeaker... and as the actual in-game level-up indicated wisdom as the prime attribute... a viable build concept, a build concept supported by in-game description, were rendered largely impotent by a patch. kiss +12 hours o' gaming goodbye. HA! Good Fun! Because it was a bug. so? in-game description o' class indicated wisdom as prime attribute. spell memorizations and dcs behaved as if wisdom were the prime attribute. bug or not, there has been numerous changes by the developers which has led to various builds performing significantly different post patch, though perhaps no more dramatic than feyspeaker. it is predictable there will be bugs and and changes which invalidate player choices in a game such as kingmaker. predictable developer fails is the reason why respec should be a feature o' all these kinda games. goes w/o saying, players should not need pay for developer errors. HA! Good Fun! -
Pathfinder Kingmaker is bigger then Deadfire
Gromnir replied to no1fanboy's topic in Computer and Console
le sigh. harrim, with a 10 charisma, were able to level-up and gain new spells pre 1.06. so apply your reasoning to pre 1.06 harrim and to what conclusion does you arrive? wisdom were indicated in level-up as the prime attribute o' a fey speaker, and a 10 charisma feyspeaker harrim aquired druid spells o' level two and three and beyond. am not saying charisma were useless to a feyspeaker pre-patch, but at the very least, pre-patch, wisdom were also effective for a feyspeaker... and as the actual in-game level-up indicated wisdom as the prime attribute... a viable build concept, a build concept supported by in-game description, were rendered largely impotent by a patch. kiss +12 hours o' gaming goodbye. HA! Good Fun!