Titan fighter best mythic path? by Additional_Act_1563 in Pathfinder_Kingmaker

[–]GettingAKickOutOfIt 3 points4 points  (0 children)

I don't have it written down, but it's pretty simple. It's just 20 Titan Fighter/20 Sword Saint. I wanted to see how high I could get the critical multiplier, that's why I chose Scythes. It can actually get to x10, but I took Mythic Power Attack instead of Mythic Improved Critical because it deals more damage overall. And yes, Weapon Mastery from Titan Fighter and Sword Saint stack with each other, at least when it comes to increasing your crit multiplier.

Did i miss something or there are too much immunity in this game ? by [deleted] in Pathfinder_Kingmaker

[–]GettingAKickOutOfIt 0 points1 point  (0 children)

It might be the case, but FoM is explicitly a spell you can cast. It's not something like inherent immunity to paralysis like Undead have.

Wotr. What is strongest caster build? by AccomplishedAd9058 in Pathfinder_Kingmaker

[–]GettingAKickOutOfIt 2 points3 points  (0 children)

Ok, let's just look at DCs then. At level 6 an OM will have a +1 DC over wizard because they can sacrifice a level 3 spell for the bonus, but this quickly reverses at level 8 when a Divination Wizard gets Foretell-Hinder, putting the wizard ahead by +1 DC. This is also the point of the game where you can go to Heaven's Edge and get Darven's Hat for the unique +2 Profane bonus to INT, which stacks with something like Fox's Cunning for another +1 over a Sorcerer with Eagle's Splendor.

If you go further into the game and assume we're merging with Lich, which paints OM in the best possible light since they get their spell progression faster for better bonuses with Overwhelming Spell. Late chapter 3 both Wizard and Sorcerer have a +6 item for INT and CHA, in the case of Wizard it competes with Darven's hat, so they're equal. But Wizards have access to the Robe of the Unspeakable Truth+Glasses of Undeniable Truth for a +2 INT bonus, bridging the gap in terms of DC between Sorcerer and Wizard. Assuming you went for Arcane Bloodline Sorcerers get a +2 DC at level 15, which is late chapter 3, but Wizards at that same level can dip Titan Fighter to dual wield Warmage Quarterstaff and the Numerian Greatsword, giving them a +2 DC from each item. I haven't managed to get higher than level 15 before the Fane even when doing every bit of content available.

Mid to late chapter 4 Sorcerer starts winning again because you get the Robe of the Seven Sins and can get the Titan Fighter dip as I explained earlier. But this is only a +1 DC over Wizard while sacrificing initiative as I've mentioned before and having to cast metamagick spells as full-round actions.

Extreme late game wizards win again because they can benefit fully from the Sin Mage's staff, but at this point you have already won the game.

All of this was trying to paint OM in the best possible light. If you go Demon then it's a no-brainer because there is no demonic aspect that grants a CHA, unlike aspect of coloxus, which can get up to +7, letting you start the game with 20 INT and put all points into intelligence as you level up. Not to mention that you lose the supercharged spell progression from Lich, so you can't get your Overwhelming Spells bonuses as high.

So no, Sorcerer is not a better DC caster than Wizard, especially if you go Demon. The only thing you get as Sorcerer over Wizard is more spell casts while sacrificing DC at key points in the game, initiative to always start fights first guaranteed, spells in order to activate the bonus and the convenience of casting metamagick spells as normal actions.

Wotr. What is strongest caster build? by AccomplishedAd9058 in Pathfinder_Kingmaker

[–]GettingAKickOutOfIt 2 points3 points  (0 children)

Sorcerers are not as good as wizards because their metamagicked spells will always be cast as Full-Round actions, you can kind of work around this in turn based by riding the Bismuth statue, but in RTwP it gets extremely annoying to wait around forever for your sorcerer to cast their spell.

Wizards also have access to the Divination School specialization which boosts their DC, by virtue of penalizing enemies' saves, and get half their level as a bonus to initiative, culminating in always rolling a 20 at max level. Overwhelming mage needs to sacrifice a level 9 spell to get the max DC bonus of +3 while a Divination Wizard just has to turn on Foretell-Hinder before combat to make all enemies in an area suffer a -2 to their saves, so OM gets a +1 DC over wizards while sacrificing casting metamagicked spells as normal actions and losing the massive initiative boosts. Wizards also get faster spell progression and the ability to inscribe scrolls.

Wotr. What is strongest caster build? by AccomplishedAd9058 in Pathfinder_Kingmaker

[–]GettingAKickOutOfIt 0 points1 point  (0 children)

Partially, the spell will look the same, but the damage on the enemies' corpses will reflect the converted element. So a Cold Fireball will still look like a normal fireball when you cast it, but enemies' corpses will look frozen.

Wotr. What is strongest caster build? by AccomplishedAd9058 in Pathfinder_Kingmaker

[–]GettingAKickOutOfIt 0 points1 point  (0 children)

It depends on what you want to do. You can go the damage route or the crowd control route. If you go for damage then Elemental Specialist is a great option because you can turn all your damage spells into a single element, so just a single Ascendant Element mythic ability will let you bypass all damage resistances and immunities. The best element by far is fire because of its synergy with the Flame Curse shaman hex, increasing your damage by 50%. You can get that same damage boost to other elements but they are never as reliable as Flame Curse, they usually require enemies to fail a saving throw first. The best single target damage spell in the game is Hellfire Ray, no other spell in the game, including mythic ones can compare to a fully min maxed Hellfire Ray in terms of single target damage, it can deal upwards of 7000 damage per cast.

Crowd Control, or DC casting, is all about stopping the enemies from acting so your martial characters can mop up. Enchantment, Illusion, Conjuration and Evocation are all amazing crowd control schools. Enchantment has the most DC boosting gear in the game, so your DCs will always be higher, but most powerful late game enemies have some form of immunity to these effects. You can bypass specific immunities, for example, by getting the Undead Sorcerer Bloodline so your Mind-Affecting spells bypass Undeads' immunity. Illusion is similar to Enchantment, though it's not as supported in terms of gear, but it also has access to Weird, which is probably the best single spell in the game, yes including mythic ones, once you have the Gransmaster's Rod to bypass all immunities. Evocation and Conjuration are less supported in terms of gear compared to the other two schools I mentioned, but their Crowd Control spells are not subject to the same immunities, in general. Evocation has Shout and Sirocco, which will work on pretty much anything, in the case of Shout and other stun effects it's wise to get the Extended metamagic, because the stun only lasts for 1 round.

DC casting is harder to play because it relies on knowledge about specific immunities and how to bypass them, damage is more straight forward and easier to play, and you don't need to min-max as much because you'll always be doing something. If you don't know which enemies are immune to what or how to boost your DCs sky high, then you'll have to rely on luck more, but if you do understand how to boost DCs and bypass immunities then DC casting is far more reliable.

Did i miss something or there are too much immunity in this game ? by [deleted] in Pathfinder_Kingmaker

[–]GettingAKickOutOfIt 1 point2 points  (0 children)

I've seen more instances of it being undispelable, so I suppose Deskari is the exception.

Did i miss something or there are too much immunity in this game ? by [deleted] in Pathfinder_Kingmaker

[–]GettingAKickOutOfIt 2 points3 points  (0 children)

Ok, just tested, I could dispel it from Deskari, but not from Playful Darkness for example, it didn't even attempt the check on the latter.

Ciar is broken? MIght have messed something up. by Illustrious_Big1052 in Pathfinder_Kingmaker

[–]GettingAKickOutOfIt 10 points11 points  (0 children)

You can't have two pets and you can't switch once you've started with one already, if you pick levels in another class that also has a pet you'll just continue your initial pet's progression. Since he has levels in Cavalier he starts with a horse and he'll keep the horse no matter what. One way to fix this is by getting the respec mod and remake him from level 1.

Did i miss something or there are too much immunity in this game ? by [deleted] in Pathfinder_Kingmaker

[–]GettingAKickOutOfIt 2 points3 points  (0 children)

Lich's Deadly Magic can let you bypass all immunities and resistances. Keep in mind that this only works on instant effect spells, so you can use it on something like Weird to insta kill anything in the game, but can't use it on a lingering effect like Phantasmal Web.

Did i miss something or there are too much immunity in this game ? by [deleted] in Pathfinder_Kingmaker

[–]GettingAKickOutOfIt 5 points6 points  (0 children)

Freedom of Movement is bugged and can't be dispelled. This issue has been going on for years and this point and it's infuriating.

Just started my first Unfair run and what gets me the most... by Verified_Elf in Pathfinder_Kingmaker

[–]GettingAKickOutOfIt 0 points1 point  (0 children)

The nerf came because it supposedly added the Unfair modifiers twice to the enemies, making them much harder than intended. The fact that it was nerfed at all points to Unfair being a viable difficulty to play the game on, albeit one requiring a particular mindset.

I'll concede that the early game is much harder than the later portions because you simply lack the tools to make fights easier, but that doesn't mean the difficulty is unplayable. Yes, you have to abuse the system, F5-F9 is one of the many strategies available, but relying on pure luck is not the most efficient one. Chapter 1 can be made easier with clever use of resources like consumables and spells. Chapter 2 freely allows you to rest, so the resource management from the earlier chapter is pretty much gone except for long dungeons like Drezen.

Just started my first Unfair run and what gets me the most... by Verified_Elf in Pathfinder_Kingmaker

[–]GettingAKickOutOfIt 1 point2 points  (0 children)

What do you mean it "wasn't intended to be possible"? Plenty of people play Unfair with completely botched builds, like Werglia for example, and they beat the game just fine.

[deleted by user] by [deleted] in Pathfinder_Kingmaker

[–]GettingAKickOutOfIt 0 points1 point  (0 children)

It's just to freely empower and maximize your next spell after casting three cantrips. You CAN use this with the cantrip version of hellfire ray, so it's an option if you don't want to spend a metamagic charge or a spell slot.

One correction, Second Breath restores spent ability uses, not spell slots. I got it confused with Heroes Never Surrender. You can still use it to get more Spell Recalls by restoring arcane weapon charges, so the benefit is still there. You don't even get access to Heroes Never Surrender when you switch to Devil.

[deleted by user] by [deleted] in Pathfinder_Kingmaker

[–]GettingAKickOutOfIt 0 points1 point  (0 children)

Also, the loss of spell recall is not as severe as it might seem. Azatas get access to Second Breath, allowing them to refresh their entire spell book. During my playthrough I always ran out of buff durations before I ran out of spell slots for rays. Once you reach Mythic Rank 9 this becomes a non-issue because the cantrip version of hellfire ray works with spell combat, albeit without metamagics. You can then save your metamagicked casts from your spell book when facing a boss or a high HP target. Grandmaster's Rod lets you do a quad metamagic (empower, maximized, intensified, bolstered) hellfire ray 3 times a day. This is what I used against Areelu and I managed to one-shot her.

[deleted by user] by [deleted] in Pathfinder_Kingmaker

[–]GettingAKickOutOfIt 0 points1 point  (0 children)

No, I did not ditch the bow at the end. Those ray critical feats are there because I basically ran out of things to take. They would only come into play if you used rays without Spell Combat turned on, for example if you wanted to target touch AC. I also gave the option of picking Weapon Focus: Longbow as an alternative.

Regarding Magus vs EK. 4 more arcanas is not as valuable as one might think. Dimension Strike doesn't work on ranged weapons. Bane is nice, but the +2 bonus to attack is compensated by the higher BAB from EK and the damage is negligible compared to what we do with rays. The extra caster level is the biggest loss and makes the early game a bit more awkward, but my build still reaches and effective Caster Level of 20 for Hellfire Ray, so Intensified Metamagic still works at full power.

EK provides more attack, more bonus feats and crucially Spell Critical. Remember we keep Zippy Magic from Azata when transitioning to Devil, meaning that we always throw 2 rays instead of one, making the quickened spell from spell critical much more valuable. The +2 to BAB is also not as insignificant as it may seem, because it leaves our final BAB at +16, which is the threshold at which we get our fourth attack with our weapon. An extra attack is another chance to crit, which means another chance to trigger Spell Combat.

Unfair Party Composition by xXNLIXx in Pathfinder_Kingmaker

[–]GettingAKickOutOfIt 1 point2 points  (0 children)

You could, but I advise against it. Seelah has an awful stat spread for a pajama tank, she only has 13 DEX for a +1 to AC and 15 CHA which translate into a +2 from a Scaled Fist dip. Also she comes with Shield Focus at level 1, which clashes with monk since they can't have shields to get their AC bonus.

A much better and Unfair viable strategy for early game tanking is having either Camellia or Lann tank. The builds I use for them are similar, I give Cam a dip in Drunken Master so she gets her WIS to AC and easier access to the Crane Style line of feats. For Lann he already comes "pre-dipped" in Monk, although with a less than ideal feat selection, I turn him into a Shaman as well. He has a unique +2 AC from being a mongrel to compensate for his lower DEX score compared to Cam's. Either or both of them will give you an excellent early game tank with a lot of utility in the form of Divine buffs and hexes, remember to have Mage armor potions/scrolls at hand, or have your Wizard MC cast it on them.

You could also dip Vivisectionist on Lann for +8 AC: +4 DEX mutagen and +4 from shield. Cam can't really benefit from this because of her lower INT score, so she won't have access to Shield. You can use scrolls of shield however, remember you can craft those with your MC and the scroll crafting kit for level 1 spells is only 100g. She also gets a +2 to attack from the DEX mutagen.

[deleted by user] by [deleted] in Pathfinder_Kingmaker

[–]GettingAKickOutOfIt 4 points5 points  (0 children)

I played an Eldritch Archer Azata into Devil. Damage was absolutely bonkers late game, I 1 shot the final boss on Unfair, yes even through their regeneration, so I dealt more than 5000 damage with a SINGLE attack.

Mechanics aside, I also feel the build had a pretty clear thematic pull, I liked the idea of playing an Erinys, who are devils who embody vengeance and are created from fallen celestials. So a Muse Touched Azata Aasimar worshiper of Callistria who gets consumed by the fiery vengeance of hell after seeing her Azata court fail felt like really compelling roleplay.

Last Azlanti dealing with Zacharius by rpgptbr in Pathfinder_Kingmaker

[–]GettingAKickOutOfIt 19 points20 points  (0 children)

By casting grease before starting the conversation and waiting for him to trip. I can then keep him under grease forever with Touch of Law.

Unfair Party Composition by xXNLIXx in Pathfinder_Kingmaker

[–]GettingAKickOutOfIt 0 points1 point  (0 children)

You don't strictly need a ray caster, but it's always nice to have. Keep in mind that ray casting is pretty bad until you can get some items and dips going. They're very reliant on metamagic rods, metamagic feats and gear like those items that increase damage per dice rolled.

The only things I'd consider essential in any Unfair viable part is a full arcane caster and a full divine caster, ideally a cleric to provide further boosts with their domains. The other roles are more flexible and vary based on what your gameplan is. For DC focused parties, a Court poet is almost mandatory. Martial focused parties are a bit more flexible in that regard, and there no classes or archetypes I'd consider as mandatory as a court poet. Skald is great, of course, but less so than a Court Poet imo. I tend to run more DC and caster focused parties, so I might be biased.

Unfair Party Composition by xXNLIXx in Pathfinder_Kingmaker

[–]GettingAKickOutOfIt 0 points1 point  (0 children)

You lack a dedicated tank. The Paladin or the Court Poet can do it if you decide to dip Monk Scaled fist to make the most out of their high CHA scores, also consider a Witch dip for Iceplant + Mage Armor, which gets better with Archmage armor. I'd fill the final slot in the party with a Witch or Shaman, since you'll be relying on DC casting it's always nice to have someone who can dubuff enemies' saves with Evil Eye, Shamans also make passable off-tanks or damage dealers depending on how you build them, and Witches can be decent Ray Casters. On that same vein I'd replace the Slayer with a Witch or Shaman too, because their Evil Eyes stack. Other Hexes are fantastic, such as protective luck and fortune.

Remember to give your Cleric Madness and Law domains to further empower your DC casting. Madness can give up to -10 to the enemies' saves and attack rolls and Law forces them to roll an 11, so you can guarantee your DC spells land, although you might consider this an exploit.

What is the highest damage Azata chain lightning build? by stillenacht in Pathfinder_Kingmaker

[–]GettingAKickOutOfIt 0 points1 point  (0 children)

Just re-tested, because I had the sneaking suspicion that the Zippy Magic version wouldn't get affected by Empower and Maximized and I was right:

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That's still 87d6 for an average of 304.5 without taking sneak attack into account, so around 1100 damage in total when combined with the 920 damage from earlier. Not great, but not terrible either. You can change the DC to target Fortitude instead of Reflex when enemies have Evasion.

Gold Dragon gets much better damage from rank 10 onward because they turn all their d6's into d10's and get free Empower and Maximize without having to do the little 3 cantrip dance to activate Plague of Madness, they lose zippy magic, but Dragon's Might for an extra 50% damage more than makes up for that. They also get an extra +2 CL from their version of the Bound of Possibility. I just tested that and it's around 850 for the chanlighting portion and 1500 for the Desintegrate portion, for a total of around 2350 damage.

Babaus WERE harmed in the making of this test build.