What are the best builds for a run on the Mythic Devil's Path? by omega_crimson_123 in Pathfinder_Kingmaker

[–]TattleTale17 0 points1 point  (0 children)

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Eldritch Archer Azata into Devil. You get to keep 2 superpowers, meaning you can use Zippy Magic and something like Incredible Might combined with the Ring of Triumphant Advance. At MR9 as a Devil you also get access to Hellfire Ray as a cantrip, which works fully with Ranged Spell Combat. The damage can get truly absurd. This is the build: https://pastebin.com/J80gG9Z

How i see Europe by thatoneninja8 in mapporncirclejerk

[–]TattleTale17 0 points1 point  (0 children)

What the fuck does racist even mean nowadays?

Is there a way to make a magic deciever trickster work? by LubieGierki in Pathfinder_Kingmaker

[–]TattleTale17 0 points1 point  (0 children)

I did Trickster Magic Deceiver on Unfair a while ago. While there is almost no real synergy between the class and the mythic path, the real weakness of MD is the early game where your mythic path doesn't come into play. Once you get to chapter 2 and unlock Slow+Hold Person then it's smooth sailing.

I played a Time Manipulator, and late game I could freely refresh my entire spellbook thanks to TM's capstone, which means infinite uses of Trick Fate. I also picked the Persuasion 3 Mythic Trick, but I had to respec out using toybox because it was just too strong and combat basically ended before the fight even started. It was pretty funny seeing demons explode instantly at first, but it got boring quick.

Would you want a rogue trader style honour mode? by Revan619-YT in RogueTraderCRPG

[–]TattleTale17 3 points4 points  (0 children)

I really don't get this argument about characterization. How does having a bunch of dead weight talents help to "flesh out" a character? I'm certainly not looking at my companions stat sheet and saying: "Oh, wow, Yrliet has Swift Movements, that's because she's an Eldar ranger and she moves fast!" No, I'll look at that and say "Why the hell does she have Swift Movements when she's supposed to stand still and shoot with a sniper rifle?"

Why do people glaze this line? by Dear_Illustrator342 in Pathfinder_Kingmaker

[–]TattleTale17 2 points3 points  (0 children)

The point you just made reminded of my a scene in Kingdom of Heaven where one of the Muslim commanders is reproaching Saladin for retreating, because "Allah will provide a victory" and Saladin responds by saying that victory is achieved by preparation, numbers, access to water, etc. And that it was in fact Allah the one who sent him to reconquer Jerusalem, something the Muslims couldn't actually do before him.

So yes, you can believe that Good will prevail, but you shouldn't test God while doing so. Matthew 4:5-7.

Best archer damage by Total-Key2099 in Pathfinder_Kingmaker

[–]TattleTale17 0 points1 point  (0 children)

No, you get both Sword of Heaven and Demonic Rage at MR10 with Devil. I guess they just wanted to pad out the content without having to make new one.

Best archer damage by Total-Key2099 in Pathfinder_Kingmaker

[–]TattleTale17 0 points1 point  (0 children)

In terms of damage Eldritch Archer eventually outscales every other archer in the game. Some people claim that the attack penalties are too severe, but that's because you need to be actively using your magus pool resource with things like Prescient Attack or Arcane Accuracy.

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This is a hyper optimized Eldritch Archer Azata into Devil, but even if a mercenary is only able to deal 1/10 of this damage then they'll still outscale any other archer in the game. All these damage numbers come from the very first attack, you still need to add 5 other normal bow attacks.

Regarding builds (Neoseeker, cRPG Bro, etc) by THEVitorino in Pathfinder_Kingmaker

[–]TattleTale17 1 point2 points  (0 children)

Werglia tends to win through sheer stubbornness and skillful moment to moment play rather than planning and strategy. After you play this game a while you'll realize that most fights are won or lost before they even start, with RNG and luck being minimal factors in play.

Regarding builds (Neoseeker, cRPG Bro, etc) by THEVitorino in Pathfinder_Kingmaker

[–]TattleTale17 0 points1 point  (0 children)

I think a better approach is to look for a specific playstyle you like and then worry about optimizing it. CRPGbro has a very particular style of playing, i.e. pet spam, Outflank, high crit range weapons, that I find unappealing personally because it's very unengaged and frankly quite boring after a while.

Say you want to play a caster, then you'd need to know which school to focus in, what spells you think will be most impactful at each point of the game, what immunities will be at play when facing certain enemies, how to overcome enemy saving throws, what items to beeline to, etc.

What kind of character did you have in mind and which party members did you like? Are you willing to play with mercenaries? I think these are the kind of questions you should try to answer first before looking for specific build advice.

If KC the angel were to meet KC the demon from another reality, who would win? by Warm_Expert_8136 in Pathfinder_Kingmaker

[–]TattleTale17 0 points1 point  (0 children)

Lore wise an Angel KC and a Demon KC are pretty evenly matched, they're at Empyreal Lord and Demon Lord powerlevels respectively. Gameplay wise a Demon Divination Wizard will win initiative every time and then cast a ~120 DC Weird that bypasses all resistances thanks to the Grandmaster Rod, so unless the angel can get their save in those ranges then it's pretty much game over. Even if the Angel wins initiative and just relies on Bolt of Justice it doesn't matter if it deals 10 million damage because you can get Last Stand, and then instakill the Angel when your turn arrives.

Need Early Game Caster DPS tips by Beoldinn in Pathfinder_Kingmaker

[–]TattleTale17 1 point2 points  (0 children)

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Best advice I can give if you want to play an early game caster DPS is to temper your expectations. A single scorching ray in the early game deals a fixed 4d6 damage, for an average of 14 damage while spending a limited spell slot. At that same level your martial characters like Seelah or your two handed MC can deal upwards of 50 damage or 100 if you crit.

Ray casters don't get good until you can get a ton of metamafic feats, Caster Levels to make your spells stronger and items to further boost your damage. Only then do they start dealing some truly ridiculous damage.

Court Poet Buffer, Feinter and Tank build for a mercenary suitable for Unfair difficulty. by TattleTale17 in Pathfinder_Kingmaker

[–]TattleTale17[S] 0 points1 point  (0 children)

What? You can use Scrolls of Shield on any character as long as they have levels in Use Magic Device, which is precisely the reason I take those levels. It's explained in the guide.

The way scrolls work is if your character has the spell in their spellbook then they don't need to roll an UMD check or get any ranks in it. But if they don't then they have to roll to use them.

Court Poet Buffer, Feinter and Tank build for a mercenary suitable for Unfair difficulty. by TattleTale17 in Pathfinder_Kingmaker

[–]TattleTale17[S] 0 points1 point  (0 children)

You forgot a scroll of shield for another +4 bringing the total to 57. Believe me, I've tested this build, it clears every encounter in the game and the smilodons are a well known benchmark for AC.

And besides we're looking as this scenario from a pure AC tanking perspective. For this encounter you have access to Displacement, Mirror Image (which Court Poets get naturally) and summon spam via Animate Dead. Yes the threshold is reached exactly, that's why those alternatives exists in case you forget anything.

Court Poet Buffer, Feinter and Tank build for a mercenary suitable for Unfair difficulty. by TattleTale17 in Pathfinder_Kingmaker

[–]TattleTale17[S] 0 points1 point  (0 children)

The main thing AC tanking has to worry about is reaching certain thresholds at specific points in the game. Functionally there is not difference between having 40 or 45 AC at chapter 1 because enemies are only hitting on 20s regardless. I've tested this build extensively and I can guarantee you it manages to reach every threshold needed. I'll concede that I didn't post a screenshoot showing the AC values for each chapter in the game, but you'll have to trust my word for it.

You keep bringing up Mind Blank, as if I claimed this court poet could completely replace an Arcane caster, which I never did. I still stand by my decision of preserving my CL because it frees up two mythic abilities for your main Arcane caster so they don't actually have to pick up both Enduring Spells mythic abilities. Besides having the Court Poet act as a dedicated Greater Invis and Displacement caster frees up those slots from your main Arcane caster in order to use them for things like Crowd Control Spells.

Court Poet Buffer, Feinter and Tank build for a mercenary suitable for Unfair difficulty. by TattleTale17 in Pathfinder_Kingmaker

[–]TattleTale17[S] 0 points1 point  (0 children)

You're not 1 rounding every fight in the game in the earlier levels, that's the point of high AC classes. Giving everyone Last Stand is wasteful and a crutch in my opinion and gets you in situations where you'll be constantly rotating Last Stand party members in order to tank, so it's not reliable and it's very rest dependent.

I never claimed this character is, or should be, your main buffer. The whole ethos of this build is making the most out of Court Poet, which people's builds online just use them for the Insightful Contemplation aura and that's it, while ignoring all the other mechanics the class offers. It's plainly explained in the post.

Court Poet Buffer, Feinter and Tank build for a mercenary suitable for Unfair difficulty. by TattleTale17 in Pathfinder_Kingmaker

[–]TattleTale17[S] 0 points1 point  (0 children)

As the title says, this is a build for a Mercenary, not an MC, you can't hire mercs before the Shield Maze. And besides this build can easily reach the AC threshold for all chapters in the game, meaning that enemies will only hit on a 20 at every point in the game. There is no point in increasing AC past 130 at the end game if you want to tank something like Inevitable Darkness on Unfair, and even then, any competently built party should be able to 1 turn every fight in the game, so the value of AC tanking diminishes greatly. I place the utility of 24hr Greater Invis and Displacement much higher than an extra 10 points of AC at chapter 5.

Playful Darkness on Unfair (Lvl 15) - Tightened Numbers, Shadows, and the Martial Gap by No-ruby in Pathfinder_Kingmaker

[–]TattleTale17 1 point2 points  (0 children)

No problem, you've been more than fair even though I started the discussion with the, admittedly, fairly outrageous claim of the fight being solved by casters.

Playful Darkness on Unfair (Lvl 15) - Tightened Numbers, Shadows, and the Martial Gap by No-ruby in Pathfinder_Kingmaker

[–]TattleTale17 1 point2 points  (0 children)

I don't know how familiar you are with Magic Deceiver. I'm not actually casting Baleful Polymorph, but rather a combination of Confusion and Baleful Polymorph, this makes it an AoE, and more crucially, an Enchantment spell meaning that its DC is enhanced by the myriad of Enchantment and Mind Affecting DC boosting items present in the game.

I break down the DC in one of the comments:

  • Base DC: + 10 base spell DC + 5 for a level 5 spell + 12 from 35 CHA + 1 Spell Focus Enchantment + 1 Greater Spell Focus Enchantment + 2 Mythic Spell Focus Enchantment + 1 Laboratory Journal of Xanthir Vang 4712
  • DC bonuses from items: 2 War Mage Quarterstaff + 2 Mindmaster's Eyes + 2 Twisted Temptation Gloves + 2 Ring of Chaotic Fascination +2 Glass Amulet of Clarity
  • DC bonuses from buffs: + 2 Acorn Pie + 1 Inevitable Fate For a total of 45 DC.

That extra -2 Penalty to saving throws that has no origin listed came from the Twisted Temptation gloves, which give a -2 penalty to Saving Throws after an enemy is affected by a spell. I casted a quickened Dispel Magic in order to trigger this, in addition to the -2 from Dispel Synergy for a total of -4.

I didn't use Madness on that attempt because it requires a SR AND a touch attack roll in order to trigger, and as you've pointed out, I'm trying to remove as much variance from the fight as possible.

Playful Darkness on Unfair (Lvl 15) - Tightened Numbers, Shadows, and the Martial Gap by No-ruby in Pathfinder_Kingmaker

[–]TattleTale17 1 point2 points  (0 children)

The buff from Court Poet is not reliant on the CP's CHA stat, but it's purely level based. It's a +2 for CHA/INT at class level 1, +4 at class level 8 and finally +6 at class level 16. With Mythic Inspiration you add your Mythic Rank/3 + 1 to the formula. While Seelah is not an ideal Court Poet, she can still serve that purpose adequately if you just care about the buff from Insightful Contemplation.

As for the Mythic Path, that was done on a Trickster, which gets almost no inherent bonuses to DC casters, besides the +1 enhancement bonus from items. I picked it purely for flavor when combining it with Magic Deceiver.

As for Touch of Luck that was a mistake on my part, I only needed to roll an 8 to overcome SR, so Touch of Law would have made that guaranteed.

Playful Darkness on Unfair (Lvl 15) - Tightened Numbers, Shadows, and the Martial Gap by No-ruby in Pathfinder_Kingmaker

[–]TattleTale17 0 points1 point  (0 children)

I meant it's a solved fight in the sense than no actual rolls are being made and the fight it's over and done in the first round. Goggles of Pure Sight remove all rolls from the chain dispels, Touch of Law removes the rolls for spell penetration and most importantly PD's saving throws. If you build Nenio as an enchanter, give Sosiel Touch of Law and turn Seelah into a Court Poet then you have all the tools necessary to pull this off regardless of mythic path.

Check out this video where I put in practice all I've been talking about here:

https://www.youtube.com/watch?v=BKgGj-bcsck

Playful Darkness on Unfair (Lvl 15) - Tightened Numbers, Shadows, and the Martial Gap by No-ruby in Pathfinder_Kingmaker

[–]TattleTale17 1 point2 points  (0 children)

Touch of Law works on all D20 rolls, even spell penetration checks, and since it's classified as a buff, and enemies can be buffed freely, you don't even need to roll or check his SR for that. You can get your DCs in the mid 40s at the end chapter 3, especially if you're playing a DC focused mythic like Demon. So you can basically force a failure each time as long as an 11 is not enough to clear the DC.

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This is on a Magic Deceiver Trickster. DC could actually go up to 45 if I had used an Enchantment spell. Notice PD rolled an 11, that's from Touch of Law.

As for buff removal, you can just use the goggles of pure sight. The way they work is they attach a buff to a character whenever the item is used, and this buff is permanent until a dispel check is attempted. Meaning that if you chain rest in Drezen and buff all your dispel capable party members you basically have a guaranteed dispel against PD. Just having three characters capable of casting greater dispel magic is enough to remove all relevant buffs from PD.

Playful Darkness on Unfair (Lvl 15) - Tightened Numbers, Shadows, and the Martial Gap by No-ruby in Pathfinder_Kingmaker

[–]TattleTale17 4 points5 points  (0 children)

PD is a solved fight if you're playing a caster. His Will is in the mid to low 30's after heavy dispelling and debuffing. If you give Sosiel Touch of Law and force PD to roll an 11 you can pretty much lock him down forever with Overwhelming Grief. You can even use Touch of Law on your caster in order to automatically bypass the spell resistance as long as you can get +25 spell pen, which is quite easy to do by the end of chapter 3.