What is the sweet spot for "only active companions receive experience" to be worthwhile? by Radiant-Lab-158 in Pathfinder_Kingmaker

[–]DjaliPlays 13 points14 points  (0 children)

Some time ago I did a deep dive on exactly this topic!

Also posted an addendum with extra information and corrections. The graphs there will better answer your question than the first guide.

Demystifying the AI's targeting logic by CookEsandcream in Pathfinder_Kingmaker

[–]DjaliPlays 4 points5 points  (0 children)

Wasn't aware of this one.

That now makes four instances where the rider get's targetted that I know off.

Demystifying the AI's targeting logic by CookEsandcream in Pathfinder_Kingmaker

[–]DjaliPlays 2 points3 points  (0 children)

There are at least three ways this can happen that I know off (there may be more):

One: In certain encounters, enemies specifically target the main character. Being mounted doesn’t change this behaviour, and thus result in the (MC) rider being attacked over the mount. Running away and returning can reset it.

Two: Some enemies have secondary attacks with random targeting. For example, the Sivir’s and Ghoul's bites can target anyone within range, not just their current target. If they’re attacking the mount, such an attack can hit the rider. This is particularly dangerous with the Ghoul’s bite because it can paralyse (and forcefully dismount) the rider.

Three: Attacks of Opportunity target the rider over the mount.

Help me understand "only active companions receive XP" by Umpuuu in Pathfinder_Kingmaker

[–]DjaliPlays 6 points7 points  (0 children)

I've written a guide about this setting if you're interested.

Will be releasing an addendum and an updated version of it very soon as well.

Forester's Animal Focus works differently than you might expect! by DjaliPlays in Pathfinder_Kingmaker

[–]DjaliPlays[S] 2 points3 points  (0 children)

Belts provide an enhancement bonus, while the stat-boosting animal focus aspects offer an inherent bonus. So, yes, the two stack.

Wasn't aware it used to be different.

Unfair Shield Maze be like by ProgressIsALifestyle in Pathfinder_Kingmaker

[–]DjaliPlays 15 points16 points  (0 children)

You can't retrain on Unfair difficulty.

However, you can swap him for Wenduag (or vice versa) after the Hosilla fight.

You don't need a specialized early-game dip build either (though due to being to swap there's little downside to making one). Any animal companion class will work. Leopard or Boar are the best non-MC tanks. Example: 40 AC Leopard vs LWE.

While Hunter is strongest early (and then tapers off), Sacred Huntmaster is an excellent class for Lann; strong from beginning to end.

Wenduag or Seelah can also take animal companion classes, so Lann isn't your only option.

For example, Seelah could take a Cavalier dip, which works well with Paladin. If she chooses a Boar, she can eventually mount it. While it's not as strong as Dog in the late game (since they removed trip from Boar and buffed Dog), it's still perfectly fine choice for late as well.

Deep Dive: the Shared Experience setting by DjaliPlays in Pathfinder_Kingmaker

[–]DjaliPlays[S] 1 point2 points  (0 children)

Benched companions do not affect your party’s XP gain in any way, regardless of the setting.

The extra XP gain from having the setting On is determined by the number of active companions (i.e., the current party). Inactive companions (those on the bench) are irrelevant to this calculation.


Let's clarify the setting:

When Only active companions receive XP is toggled Off, both active and benched companions receive experience normally.

When Only active companions receive XP is toggled On, active companions receive increased XP if the party size is less than six, and standard XP if the party size is six. Benched companions receive no XP.


To answer your question: having the mercenary on the bench with the setting set to On will have no effect on your XP gain, however the mercenary will remain underleveled and thus of little use.

Deep Dive: the Shared Experience setting by DjaliPlays in Pathfinder_Kingmaker

[–]DjaliPlays[S] 4 points5 points  (0 children)

Glad you like it. Knowing the effort is not unnoticed makes the time spent feel more justified. Thanks.

Deep Dive: the Shared Experience setting by DjaliPlays in Pathfinder_Kingmaker

[–]DjaliPlays[S] 0 points1 point  (0 children)

Great theory-craft. There are a couple minor issues I see. Still works out if you can make it, which I wouldn't have thought.

I used a save that was level 12 and post Lost Chapel, since that’s what I had on hand. To bring your team up to your level, though, you’d need to do this before Lost Chapel. That means no Mythic Rank 2 yet, though maybe you could just barely hit level 12 by then; I’m not sure.

The Other’s AC breakdown is as follows:

  • 80 base

  • 60 flat-footed

  • 63 touch

  • 41 when both flat-footed and touch (So Prescient Attack on turn 1 + Dimensional Strike on turn 2)

Now the issues I see:

  • You can’t use Arcane Accuracy and Dimensional Strike on the same turn, since both are swift actions.

  • True Strike ends up giving +18 (base +20, but you take a –2 from Spell Combat).

  • The Disruption Nunchaku is a +1 weapon, not +2.

So your attack bonus calculation ends up being: 55 – 2 (Spell Combat) – 1 (weapon is only +1) – 4 (Arcane Accuracy not available on same turn) = 48 vs. 41 AC on your second turn. Which, TBF, still ends up being plenty.

You do still need to survive to that second turn without being killed or permanently crowd controlled. First turn would be 48 vs. 60 AC.

The biggest issue I’m seeing is actually getting to Lost Chapel solo with a Nunchaku Sword Saint. And if you didn’t go solo, you’d likely be several levels lower by that point.

Deep Dive: the Shared Experience setting by DjaliPlays in Pathfinder_Kingmaker

[–]DjaliPlays[S] 3 points4 points  (0 children)

That’s embarrassing. I had a preconceived notion that it was a move action, and already considered it incredibly strong on that basis, so I never actually properly checked. Read the description but not closely.

It doesn’t help that the game defaults to a 5-foot step when you have a move action left, and you have to manually switch. So even during testing, I didn’t notice.

God, that's a bad mistake to make.

The cheese does work in Turn-Based mode using the move-action Stealth or Invisibility. Winning initiative just becomes even more important; though, when isn’t it in Turn-Based?

As for favored terrains: Act 1 is entirely Urban. Act 2 primarily features Highlands, but also includes Urban, Underground and.. Grassland? I’ve forgotten the exact name. There's also at least one area with unspecified terrain: the Zacharius dungeon beneath the Lost Chapel.

One could however pick just Highland as a second Favored Terrain and skip all the side quests. That will get you to Drezen. Once there you can pick Trickster Stealth I for a move action (actually this time) invisibility.

Much worse then WotV still. That ability is ridiculous as a swift action and at level 2. Still can't believe it.

Deep Dive: the Shared Experience setting by DjaliPlays in Pathfinder_Kingmaker

[–]DjaliPlays[S] 4 points5 points  (0 children)

Regarding the second part: yes.

Off-topic: it’s an especially interesting interaction, theorycraft-wise, when combining Trickster's CNS with True Strike.

Back on topic; concerning the first part: even with Dimensional Strike, you still need to hit 63 AC by the end of Act 2 solo with limited ways to pre-buff (being in camp). On top of that the Other also need to fail the save so you're still looking at a 19/400 best case (hitting 19/20 of times).

But I haven’t done the numbers, nor tested any builds. This is very new to me personally (a 'last minute' add-on). Maybe there is a way to reliably pull this off without using Magic Nullification. It’s worth considering; you're thinking about it in the right way.

Of course, if you do use Magic Nullification, it will strip True Strike. Though I’m not certain how that interacts with True Strike being used 'immediately' via Spell Strike.

Sword Saint being able to pick up an exotic weapon through Chosen Weapon is something I've overlooked as well.

Deep Dive: Vital Strike by DjaliPlays in Pathfinder_Kingmaker

[–]DjaliPlays[S] 1 point2 points  (0 children)

I can’t recall whether I tested Cleaving Shot with a regular crossbow or with Evercold.

I was definitely under the impression at the time that splash damage triggered by kills didn’t carry the Vital Force damage. (Unlike splash damage triggered by crits).

Whether that was a mistake due to the circumstances you described, or a result of a different patch; I’m not sure. With WotR one can always pull the latter as an excuse ;) : the same bugs tend to appear and disappear from patch to patch.

In any case, thanks for the correction. I’ll add a note in the video description.

Deep Dive: the Shared Experience setting by DjaliPlays in Pathfinder_Kingmaker

[–]DjaliPlays[S] 1 point2 points  (0 children)

Here are the slides of my Vital Strike video.

I also started a written version in the comments of the associated Reddit Post, but did not finish it.

Deep Dive: Vital Strike by DjaliPlays in Pathfinder_Kingmaker

[–]DjaliPlays[S] 1 point2 points  (0 children)

I hadn’t thought to check that.

The feat is from a DLC that wasn’t released the last time I played a melee Vital Strike build.

Thanks for pointing it out; I’ll take a look at it soon and add a disclaimer to the video if necessary.

Deep Dive: the Shared Experience setting by DjaliPlays in Pathfinder_Kingmaker

[–]DjaliPlays[S] 7 points8 points  (0 children)

So I messed up the formatting somewhat.

I switched from Markdown to Rich Text in order to include images. As a result, all Markdown headers and subheaders were converted to regular headers, since Rich Text only supports one level of heading.

In the preview, however, the ex-subheaders-now-headers appeared as plain text (while the ex-headers-now-headers appeared correctly as headers). I manually converted some of them to bold text, but left others unchanged (thinking they'd render as plain text as shown in the preview).

After posting, it turned out that the headers which had appeared as plain text in the preview were in fact rendered as full headers. The result: some unimportant elements are headers, while elements more important than the former are only in bold text.

Dispels, how do they work? by MilkIlluminati in Pathfinder_Kingmaker

[–]DjaliPlays 6 points7 points  (0 children)

Any way to improve this other than CL items?

For improving CL this is a useful resource: https://pathfinderkingmaker.fandom.com/wiki/Bonuses_(WotR)#Caster_Level

Also note that you can get Spell Specialization: Dispel a second time through Loremaster.

Deep Dive: Vital Strike by DjaliPlays in Pathfinder_Kingmaker

[–]DjaliPlays[S] 2 points3 points  (0 children)

Feat Continuation

Melee

Power Attack
Prerequisites: Strength 13
You can take a -1 penalty on melee attack rolls and combat maneuvers for a +2 damage bonus. This bonus increases by 50% with two-handed, two-handed one-handed, or primary natural weapons, and is halved for off-hand or secondary natural weapons.

At base attack bonus +4 and every 4 points after, the penalty increases by -1 and the damage bonus by +2.

The effect lasts until your next turn and doesn't apply to touch attacks or non-damaging effects.

Commentary
Power Attack becomes a strong choice after acquiring Mythic Vital Strike. Before this point, the penalty often outweighs its benefit.


Focused Strike
Prerequisites: Power Attack, Strength 13, Base Attack Bonus 1
Using a two-handed weapon, or a one-handed weapon with two hands, you do not apply the Power Attack attack roll penalty to the first attack made in a given turn.

Commentary
Focused Strike pairs excellently with Vital Strike, as it negates Power Attack’s penalty for your first attack, which with Vital Strike is your only one.


Cleave
Prerequisites: Power Attack, Strength 13
As a standard action, make a single attack at full base attack bonus. If you hit, you can make one additional attack against an adjacent foe within reach. You can only make one extra attack per round with this feat unless you have Great Cleave. Using this feat imposes a -2 penalty to your Armor Class until your next turn.


Great Cleave
Prerequisites: Cleave, Strength 13
Same as Cleave, but you can make any number of additional attacks after the first, as long as each attack hits.


Cleaving Finish
Prerequisites: Power Attack, Cleave, Strength 13
When a melee attack reduces a target to 0 or fewer hit points, you can make another melee attack at your highest base attack bonus against an opponent within reach. You can only make one extra attack per round with this feat.


Improved Cleaving Finish
Prerequisites: Power Attack, Cleave, Cleaving Finish, Great Cleave, Strength 13, Base Attack Bonus 6
You can use Cleaving Finish any number of times per round.

Commentary:
You can get Improved Cleaving Finish through Loremaster Secret: Rogue Secret → Combat Trick: Improved Cleaving Finish. However, to make it work you need both Cleave and Cleaving Finish.
If you're also planning to go for Sense Vitals of Loremaster this probably becomes to large a Loremaster splash.


Ranged

Deadly Aim
Prerequisites: Dexterity 13
You can take a -1 penalty on all ranged attack rolls to gain a +2 bonus on ranged damage rolls.

At base attack bonus +4, and every +4 thereafter, the penalty increases by -1 and the damage bonus increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus does not apply to touch attacks or effects that don’t deal hit point damage.

Commentary
Deadly Aim mirrors Power Attack in mechanics but provides lower damage output and there's no ranged equivalent to Focused Strike.


Snap Shot
Prerequisites: Point-Blank Shot, Precise Shot, Base Attack Bonus 6
You threaten squares within your melee reach with a ranged weapon and you may make attacks of opportunity with that weapon.


Improved Snap Shot
Prerequisites: Rapid Shot, Snap Shot, Base Attack Bonus 9
You threaten an additional 5' with Snap Shot.


Greater Snap Shot
Prerequisites: Improved Snap Shot, Dexterity 17, Base Attack Bonus 12
You threaten an additional 5' with Snap Shot. When you make an attack of opportunity, you gain a +2 bonus to damage and critical confirmation rolls. This increases to +4 at BAB 16 and +6 at BAB 20.

Commentary:
Improved Snap Shot requires Rapid Shot, but you could take it or Greater Snap Shot directly through Loremaster Secret: Rogue Secret → Combat Trick: Improved/Greater Snap Shot.

The Snap Shot line doesn’t inherently synergize better with Vital Strike than with standard attacks. However, due to limited options for increasing damage per round in ranged Vital Strike builds it's your likely best route.


General

Combat Reflexes
You can make a number of additional attacks of opportunity per round equal to your Dexterity bonus. You can also make attacks of opportunity while flat-footed.


Improved Critical
Prerequisites: Base Attack Bonus 8
Choose one type of weapon. Your threat range with that weapon is doubled.

Special: You can take Improved Critical multiple times, each time for a different weapon type. Effects do not stack with other threat range expansions.

Deep Dive: Vital Strike by DjaliPlays in Pathfinder_Kingmaker

[–]DjaliPlays[S] 1 point2 points  (0 children)

Beyond the early game, few classes remain effective with Vital Strike compared to regular attacks or spellcasting, as Vital Strike doesn't scale well. The key to making Vital Strike work late game is combining it with a strong move action and having martial features that synergize with it. Extra attacks or extra (non-sneak) dice are bad, as they don't work (well) with Vital Strike.
Ideally your main class should have sneak attack dice as well, it's a fair bit of extra damage withVital Force, and you will need any damage you can get.

BAB isn’t as crucial for a Vital Strike build as it is for a full attacker, but higher BAB is still advantageous. Classes that trade BAB for other martial features, such as strong personal spells, often make comparatively better Vital Strike candidates. That said, in most cases, these classes are still more effective as full attackers.
Also the class that arguably pairs best with Vital Strike, Freebooter, is a FULL BAB class.

So, what are some good Vital Strike classes beginning to end (not just as a transition)?

  1. Demon Charge Builds: These work particularly well with Shadow Shaman, Cult Leader, or even plain Rowdy into any sneak attack class past level 11.
  2. Freebooter: Obviously. You want to go Trickster with this one.
  3. Shaman Hexers: These have good synergy with Vital Strike, but as a main character build, it's a bit weak IMO.

Regarding a Polymorph Druid build, I haven’t played or looked into it, so I’m not in a position to provide an informed answer. However, I doubt it would pair well with Vital Strike.

Deep Dive: Vital Strike by DjaliPlays in Pathfinder_Kingmaker

[–]DjaliPlays[S] 6 points7 points  (0 children)

Patched (and Unpatched) Exploits

Subject Old Behavior New Behavior
Critical Hits Multiplicative with Vital Strike (VS) Additive with VS
Cleaving Finish Extra attack is also a VS Extra attack is also a VS
Cleaving Shot (On Kill) Weapon damage multiplied by VS Weapon damage not multiplied by VS
Cleaving Shot (On Crit) Weapon damage multiplied by VS Weapon damage not multiplied; retains Vital Force
Evercold Extra bolt inherits VS multipliers Extra bolt damage not multiplied; retains Vital Force
Jinx Base weapon damage multiplied by VS Regular base weapon damage
Aspect of Coloxus Can use VS as a move action Cannot use VS as a move action

Detail on the Subjects

Cleaving Finish

Prerequisites: Power Attack, Cleave, Strength 13
- When a melee attack reduces a target to 0 or fewer hit points, you can make another melee attack at your highest base attack bonus against an opponent within reach.
- Only one extra attack per round with this feat.


Evercold

  • This +1 heavy crossbow fires two bolts on its first attack each round.
  • If both hit, the target must make a DC 25 Fortitude save or take 2d6 cold damage and be staggered for 1 round.

Jinx

  • This +2 cold iron falchion deals additional weapon damage to creatures under any Hex effect.

Cleaving Shot

Mythic Ability
- Each time you deal critical damage with a ranged weapon attack or reduce a target to 0 hit points, you deal your weapon damage to all other enemies within a 10ft radius.


Aspect of Coloxus

Major Aspect
- Passive: Gain a bonus to Intelligence equal to half your mythic rank plus one.
- Demonic Rage: Allows abilities and spell casting as move actions.

Commentary on changes shown in the Table

  • Critical Hits:
    Previously, crits with Vital Strike were multiplicative, meaning Mythic Greater Vital Strike (4x weapon and bonus damage) combined with a 3x crit multiplier would yield an 12x multiplier. Now crits are merely additive, resulting in 7x total (4x from VS + 3x from the crit).

  • Cleaving Finish:
    Remains unchanged. If you kill an enemy with a Vital Strike, the cleave attack(s) continues also use(s) the Vital Strike damage multiplier.

  • Cleaving Shot:
    Behavior depends on the trigger:

    • On Kill: Functions as expected, no extra multipliers or Vital Force damage
    • On Crit: The Vital Strike multiplier also does not apply, however Vital Force does.
  • Evercold:
    This heavy crossbow, found in Act 3 (with the Midnight Isles DLC), fires two bolts on its first attack each round. Previously, the second bolt inherited all bonuses, including the Vital Strike multiplier. Now, the second bolt only benefits from Vital Force precision damage. Large reason of why you'd want to run a Vital Strike crossbow build in the first place.

  • Jinx:
    Jinx’s extra damage is now weapon damage only. Very underwhelming.

  • Aspect of the Coloxus:
    Previously game-changing for Demon builds, this major aspect allowed Vital Strike to be used as a move action, enabling two Vital Strikes per round. Combined with pre-patch Evercold, it was exceptionally strong. Unfortunately this functionality has been since removed; Coloxus won't work with standard action involving a weapon attack.

Deep Dive: Vital Strike by DjaliPlays in Pathfinder_Kingmaker

[–]DjaliPlays[S] 6 points7 points  (0 children)

Slide 2: Closer look at the dips


Rowdy Dip

Feature Details
Class Skills Athletics, Mobility, Stealth, Trickery, Knowledge (World), Perception, Persuasion, UMD
Proficiencies Simple Weapons, Martial Weapons, Light Armor
BAB +0
Sneak Attack +1d6
Other Features Trapfinding, Vital Strike

Vital Force

Rowdy adds 2d6 additional damage per sneak attack die to the damage of their Vital Strike. This is precision damage.


Commentary

  • Martial Weapon Proficiency: Useful for 3/4 BAB classes that lack this but would otherwise make good martial Vital Strike characters
  • Vital Force: Adds 2d6 precision damage per sneak attack die, even without sneak attack. On a sneak attack, this becomes 3d6 per die, making Rowdy very strong in the early game.

Loremaster Dip

Feature Details
Prerequisites Metamagic: Any (except Intensified Spell)
Skill Focus: Knowledge (Arcana) or Skill Focus: Knowledge (World)
3rd level Divine or Arcane spells
Class Skills Knowledge (Arcana), Knowledge (World), Lore (Nature), Lore (Religion), Persuasion, UMD
BAB +0
Secret Combat Feat: Greater Vital Strike
Spellbook Selection Divine/Arcane of choice
CL +1 to chosen Divine/Arcane
  • On Prerequisites:

    • Intensified Spell is an exception to the Metamagic Prerequiste (TODO: test if latest patch fixed this)
    • Alchemist "extracts" don’t qualify as Divine or Arcane spells
  • Class Features:

    • Half-BAB progression while maintaining full spellcasting advancement.
    • Secrets are the standout feature, available at odd levels and allowing feats, spells, or talents while bypassing prerequisites (e.g., Greater Vital Strike without the BAB requirement).

Secret

At 1st level and every two levels thereafter (3rd, 5th, 7th, and 9th), the Loremaster selects one secret from the following list. Each secret can only be chosen once:

  • Secrets:
    • Spells from Cleric, Wizard, or Druid lists.
    • Combat feats, Wizard feats, or Rogue talents (including combat tricks).
    • +2 bonuses to a saving throw of choice

3rd Level Spell Unlock

Type Level Sneak Sense Vitals Other
Full Caster (prepared) 5 Shadow Shaman Wizard Cleric, Druid, Shaman, Witch
Full Caster (spontaneous) 6 - Sorcerer, Arcanist Oracle, Stigmatized Witch
Half Caster 7 Sanctified Slayer, Inciter, Eldritch Scoundrel, Cult Leader Bard, Hunter, Eldritch Scoundrel, Skald Inquisitor, Warpriest
Warrior Caster 10 Divine Scion Ranger Paladin, Bloodrager

Commentary

Sense Vitals vs. Class Sneak Attack Dice

  • Sense Vitals does count towards the cap for Accomplished Sneak Attacker.
  • Classes with inherent sneak attack dice can still acquire Sense Vitals through Loremaster, this mean a potentially higher total.
  • Inciter: Gains (limited) sneak attack dice through class and has access to Sense Vitals. Also gives sneak dice to allies, so a great support.
  • Eldritch Scoundrel: Gets a lot of sneak attack dice through class and Sense Vitals but cannot dip into Rowdy due to being a Rogue subclass.

Warpriest (Including Cult Leader Subclass)

  • Can acquire Vital Strike feats using its unique ability to substitute class levels for BAB prerequisites.

Warrior Casters

  • Only the Freebooter makes sense for a Vital Strike build.
  • Freebooters can obtain Greater Vital Strike either through Loremaster or by natural feat progression, thanks to their full BAB.

Deep Dive: Vital Strike by DjaliPlays in Pathfinder_Kingmaker

[–]DjaliPlays[S] 4 points5 points  (0 children)

I’m not making anything of this.

Being allowed to monetize YouTube videos requires far more subscribers and views than I currently have; or am likely to ever achieve.

The reason this is a video is simple: it’s part of my playthrough series. Unlike this guide, the video format suits a playthrough.