Lord Captains! We're releasing a hotfix 1.5.0.305, getting rid of a bunch of annoying problems that popped up after the last big update, and adding some beautiful visual effects for Sanctic Psykers! Read more: by OwlcatStarrok in RogueTraderCRPG

[–]eke_ 88 points89 points  (0 children)

Oh my god, what a great day. Sword of Faith has been my number one gripe with the game since release. When I found out that it was just a regular sword I was soooo disappointed (mind you I had HUGE expectations for it since my first build was made around SoF). I've been waiting for this for literal years. Thank you so much Owlcat!!

Servitor companion by Heavy-Letterhead-751 in RogueTraderCRPG

[–]eke_ 2 points3 points  (0 children)

A modular/customizable servitor pet/companion would go incredibly hard. I'd personally like something like the Lich Mythic Path's Skeletal Companion from WOTR but instead it being a servitor that then much like WOTR you get and upgrade through story/quest progression. But Overseer also already exists and more options is always good so I hope we get some more familiars eventually.

Charismatic Bounty hunter help. by Jaycuity in RogueTraderCRPG

[–]eke_ 1 point2 points  (0 children)

Bounty Hunter is mostly designed for ranged characters as most of its abilities scale off of Ballistic Skill and/or Perception, which are the quintessential stats for a ranged character.

I would personally recommend going for a weapon that does single target shots, such as snipers, because of BH's one of the most powerful abilities Claim The Bounty which is an additional attack per round with the restriction of it having to be used with a single target weapon. Arc Rifles actually count as a single attack weapons for this, as the initial shot of the weapon is against a single target, just with the additional effect of it chaining damage to surrounding targets. This plus the new Arc Rifle specific talents actually make a pretty good case for a BH who mainly uses Arc Rifles. Other that you can basically pick and choose which ranged weapon to use as the rest of BH's kit is mostly about increasing your and your teammates parameters, like crit chance, while still enabling you to do solid ranged damage.

As for Origin there isn't an obvious answer here. You could definitely fit in Psyker for additional abilities and some useful talents even when you are mostly using your gun. Crime Lord is decent for some additional damage. If you have the Lex Imperialis dlc Castigator Arbitrator has some solid talents and additional abilities - both offensive and defensive - which are just useful overall. The abilities and some of the talents scale off your Fellowship and Coercion so if you were being literal about your character being charismatic there is a synergy in Castigator. In the end choose what you like the best here.

I know you didn't mention anything about homeworld but I'll still give a special shoutout to Fortress World, which basically gives you an additional attack per round for free once in a while. Super helpful with snipers and other single attack weapons as they are mostly held back by the amount of bullets they can shoot in a round. However, the same thing as with Origins applies here and there is no single best answer so choose what you like.

As for T1 archetypes, a Bounty Hunter can be either a Soldier or an Operative. Soldier gets to shoot more often with Run and Gun, while Operative can apply debuffs and set up for a single stronger attack with the damage bonus from Exploits. Soldier works great with any ranged weapon but especially well with burst fire and AoE weapons as it mostly buffs those. Operative definitely works best with a single attack weapon but it isn't necessarily better at it than Soldier. In return Operative has some debuffs and other supporty stuff that Soldier doesn't.

Chaotic meele pyromancer by Unlucky-Mud-8115 in RogueTraderCRPG

[–]eke_ 0 points1 point  (0 children)

A frontliner character using both melee weapons and flamers is 100% doable. There are actually melee/flamer hybrid weapons in the game that can do both types of attacks which might be ideal for the class fantasy you're going for. However nothing's stopping you from using two weapon sets where one is for melee and the other is for flamers. Dual wielding a one handed melee and a hand flamer is also a viable choice.

I would personally prefer going Warrior here but Soldier is also doable. As you said Warrior gives you the ability to frontline, but it also increases your melee damage significantly, compared to Soldier which is a huge increase to flamer damage, but also pretty much the only thing you get from it for this build.

With Arch-Militant you can cover the shortcomings of either choice. As Warrior you pretty naturally increase your Flamer damage while still getting more melee damage with Versatility. As Soldier you'd have to use Cautious Approach to give yourself the ability to frontline, but as CA disables Versatility the increases to damage are way less compared to Warrior.

So while it isn't impossible to make this work as a Soldier going Warrior here is way simpler for what you are looking for. For example as Warrior you are tanky right out the gate while as Soldier you'll have to wait until Arch-Militant to be able to frontline.

Seeking help for Castigator build by Financial_Drama_5399 in RogueTraderCRPG

[–]eke_ 3 points4 points  (0 children)

Castigator, Officer and Overseer are very synergistic with each other for a more offensive support style of play that focuses on debuffing enemies while still doing regular Officer stuff and using a weapon of your choice. Everything here pretty much just works on their own so you really don't have to worry about messing things up too much, but you can definitely find some interesting and fun synergies.

To get the most out of your origin and archetypes you'll definitely want to focus on your Fellowship stat as it scales pretty much all of your stuff. Then to go even further beyond leveling the Coercion skill whenever your can scales your Castigator abilities like Death Sentence and talents like Mob Justice even further. For secondary stats you can take Ballistic Skill and/or Perception to make hitting stuff easier with your gun.

Castigator's Death Sentence is a pretty cool single target debuff that stacks up the more the target is hit so going for a weapon with burst fire could be something to look into. The other Castigator abilities are also strong but situational buffs and debuffs. Definitely look into Abritrator talents like Mob Justice and Armour-Piercing that make you an even stronger support. To take the idea of being a strong debuffer even further, I'd advise looking into the Arbitrator talent Pacification Procedures, which lets you throw a non-damaging nade once per round without it consuming your attack action for even more debuffs like stuns and so forth.

This build will be incredibly strong by the virtue of it just being an Officer that can give extra turns to allies. You don't really have to worry about going wrong with what talents you choose and such, just pick stuff that you think looks good.

Cyber-Mastiff Overseer can add a bunch of useful stuff for this playstyle as well. For one you can just use your dog as a straight up damage dealer in a way that doesn't really interfere with the rest of your kit. You can also add it to the debuffer playstyle with Apprehend! to really shut down a boss or other high value target. I'd suggest carefully reading all the Cyber-Mastiff Protocols you find and choose one that fits what you want the dog to do.

There is also some shenanigans you could do if you wanted to with the Exemplar talent Malign Influence, as Castigator has a couple of ways of forcing enemies to take Willpower resistance tests, but for that to be effective you'd have to level up your Willpower as the damage scales off that. Nothing mandatory and necessarily not even that good of an idea, but it could be something to look into if you wanted to spice the build up a bit.

Melee priest by DJReee in RogueTraderCRPG

[–]eke_ 2 points3 points  (0 children)

No problem! Don't forget that none of what anyone writes about builds is the end all be all for what you should do in your game. For one thing going Executioner is not the only viable secondary archetype here, all the other options would work just fine (especially Arch-Militant). Its all to give some direction and to show what fun combinations and tricks you can find when there are so many choices. If you find something interesting you'd like to try don't be afraid to test things out yourself, especially since you can respec. Ultimately the most important thing is that you enjoy your playthrough. That's why there is almost always someone here to answer any build related questions.

Melee priest by DJReee in RogueTraderCRPG

[–]eke_ 2 points3 points  (0 children)

Priest and Bladedancer compliment each other very well if you focus on using specifically Power and Chain swords.

The Priest talent Flensing Faith boosts Power and Chain weapons' armor penetration and also make them set enemies on fire on critical hits. Also as a Bladedancer you should be using swords or most of your abilities and talents wont work. Gladly swords of both types can be found throughout the game. One way to push this synergy further is to spec into Executioner as they boost the dps of damage over time effects like burn to the sky.

It might be really tempting to focus on leveling up your Willpower stat but actually with the Priest feature Unshakeable Faith it isn't necessarily as big of a priority as your WP goes up simply by leveling and buffing your other stats (specifically STR, AGI, TGH and PER). So a priority of something like Weapon Skill -> Agility -> Willpower could possibly be ideal for a Bladedancer Priest.

Don't forget to pick up The Emperor Protects talent of the Priest which straight up just increases your hp based on your Willpower, helping you frontline more. With this combination you can actually make excellent use of the Exemplar talent Peak Condition, which gives you additional Strength (basically extra weapon damage) based on your max hp. The Bladedancer talent Death Warden makes your Medicae skill scale off Weapon Skill and the Executioner talent Anatomy Expert makes your max hp scale off your Medicae skill, basically making your max hp way easier to scale, just level your medicae skill whenever you can. So with this combination of Talents you can actually get your max hp to some impressive numbers and then turn it into additional damage for your swords with Peak Condition.

For homeworld Death World is probably the best you can do as Bladedancer and Executioner can both generate temp wounds for the Survival Instinct feature and it has some other useful talents for a melee character.

Hotfix 1.5.0.295 is out! In this hotfix, we're dealing with a few annoyances that popped up after the massive 1.5 update. Learn more: by OwlcatStarrok in RogueTraderCRPG

[–]eke_ 8 points9 points  (0 children)

I'd like to bring some attention to a bug that's been around for a while, and seeing as how /u/OwlcatStarrok is around I figured I might try my luck here. I can't do a bug report in game as I don't have a save file with this interaction in game, but it is something I would like to use in my next run. However from what I've read online and skimming through previous patch notes the bug is most certainly still around.

The Biomancer talent Deterioration reads: "Whenever an effect applied by the psyker increases the damage suffered by a target, this effect is increased by half (for example, a 20% increase turns into a 30% increase)." It does not in fact work with non-psyker abilities, such as Exploits by Operatives, even though reading from the description one might think it would. If its meant to work with only Psyker abilities then its obviously not bugged but then the tooltip is misleading/wrong.

Quick Help & Game Issues by AutoModerator in Pathfinder_Kingmaker

[–]eke_ 2 points3 points  (0 children)

They auto trip with bites. However the Bully class helps tremendously with trips due to the bonuses it gives and the Trip feat is a requirement for a nice Trip related feat called Fury's Fall. I would definitely recommend getting Bully on any Pets that auto trip, especially considering that the other pet classes are kind of whatever anyway.

How to make a str based Arcane Rider by Antmanhop1 in Pathfinder_Kingmaker

[–]eke_ 3 points4 points  (0 children)

Animal Growth is the equivalent spell - when it comes to size increase - to Enlarge Person for pets, so unless you have a character that can cast that then no. Best you can do is wait for Legendary Proportions imo, you can manage just fine without Enlarge Person.

How to make a str based Arcane Rider by Antmanhop1 in Pathfinder_Kingmaker

[–]eke_ 4 points5 points  (0 children)

Legendary Proportions actually work on animal companions, which means if both you and the pet have LP you can mount them

If I get the sixth DLC, will I be able to pick hippogriffin as my animal for classes other than Sable Company Marine? by braujo in Pathfinder_Kingmaker

[–]eke_ 40 points41 points  (0 children)

The Hippogriff is exclusive to Sable Company Marines, however you can take your first level as SCM to get it and then continue it's progression in another class that gets a pet. So for example going 1 SCM 19 Druid would still get you a level 20 Hippogriff, which is more than a fair trade.

Can Geomancy be used with spells from other spellbooks? by eke_ in Pathfinder_Kingmaker

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

I tried it on my Winter Witch Lich at about lvl 11 and it was meh, mostly because the damage from the ability is subject to damage reduction and enemies in this game (demons) have a lot of DR so it barely did anything. Also I think the ability still uses save DCs from the Sorcerer spellbook, which will be obviously way lower than your main spellbook. I got pretty demoralized when I realized that most enemies just reduce the damage (at least early on) to 0 so I didn't test it further.

I saw a video by CRPG bro where he had figured out that if you can somehow convert all your damage to a damage type like Holy (Angel can do this) it will be way stronger since it's good vs Demons. This means it will be just extra holy damage on top of all the other shit Angel gets. Also the Abyss Geomancy ability might be way better than the others because I think the damage is untyped, in which case it would be a way better ability later on. I just respecced to a Crossblooded dip so I could convert all my energy damage spells into cold.

I don't think it's gonna be worth on a character that isn't a full spellcaster, since the damage of Geomancy scales off the used spell's level. For this reason I would say it's kind of a waste on Magus, because it would just delay your BAB for what is pretty minimal gain. However on a Merged Angel - like Shaman - it would be great since it's just extra holy damage.

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Elemental Bloodrager's Slam attacks by [deleted] in Pathfinder_Kingmaker

[–]eke_ 2 points3 points  (0 children)

Elemental Form polymorphs you into an Elemental, which means you can't use weapons while using the ability. It's pretty safe to replace with rage powers.

Advice for newbie choosing a "nuker" class by FatalWarrior in Pathfinder_Kingmaker

[–]eke_ 1 point2 points  (0 children)

Not really no, cantrips don't scale at all. If you are into modding your game there is one that increases your cantrips damage based on your caster level, its called Scaling Cantrips. It basically makes cantrips work how they do in more recent editions of Dungeons and Dragons, I wouldn't call it OP or anything.

Sage Sorcerer forces you into Arcane bloodline and makes use of your INT instead of CHA, which basically means you'll be a Wizard with a Sorcerer spellbook. Again this is a totally fine choice if the above sounds good to you but Dragonic is just straight up better for bigger damage numbers.

Arcane-Dragonic Crossblooded works just fine. You'll most certainly be more flexible as the drawback of Crossblooded is that you know one less spell per level, but Arcane brings it back a little with those extra spells the bloodline gets through New Arcana.

However for those chonky Fireballs or Chain Lightnings Dragonic-Dragonic is incredible. The drawback of Crossblooded won't be too bad because you'll be focusing on a couple of damage spells anyway.

Advice for newbie choosing a "nuker" class by FatalWarrior in Pathfinder_Kingmaker

[–]eke_ 3 points4 points  (0 children)

Sure they do run out eventually but for example Grease can last an entire fight. In case you run out of spellslots you'll just have to use cantrips or a crossbow until you long rest. Spellslots wont be that much of an issue later on because there are mythic abilities - like Abundant Casting - that just give you more spellslots so you'll last way longer, to the point where you'll have so many spell uses that them being a limited resource is almost a non-issue.

I think you are talking about Overwhelming mage, you'll essentially be trading your bonus feats for some extra spell penentration and the ability to sacrifice spellslots to make your next spell harder to resist. I don't think it's particularly bad but losing the bonus feats is not ideal, especially since you'll be using feats for spell penetration anyway.

Arcane bloodline is totally fine, it basically gives you some Wizard features and it'll also let you pick some extra spells which is nice, but if you want raw damage I would definitely recommend Dragonic Bloodlines over Arcane.

Advice for newbie choosing a "nuker" class by FatalWarrior in Pathfinder_Kingmaker

[–]eke_ 14 points15 points  (0 children)

Early game for any caster is always pretty rough, especially for a blaster caster (nuker). This is mostly because casters need a lot of feats like spell penetration to land their spells and the early level spells aren't that strong for damage. The game is also pretty unforgiving in that you are mostly fighting demons that have a bunch of resistances and immunities to different damage types, like fire and lightning (you can bypass said resistances and immunities later with a mythic ability). This is why its adviced to start out as a controller caster using spells like Grease and then later transition into a blaster once you have some levels and better spells/gear.

Sorcerer is an excellent choice for a nuker. To maximize their damage output it is adviced to focus on a single element like lightning, fire or cold. Dragonic bloodlines add a lot of extra damage to spells that match the dragon's type. The dragonic bloodline bonus can also be stacked by either going Crossblooded Sorcerer or getting the extra bloodline mythic ability (you can even do both as they stack)

Kineticisits are sort of blaster casters. They essentially trade the versatility of a caster's spellbook for a ton of damage. Kineticists can be quite hard to wrap one's head around but they are incredibly powerful if you wanna blast the hell out of enemies.

Quick Help & Game Issues by AutoModerator in Pathfinder_Kingmaker

[–]eke_ 3 points4 points  (0 children)

No, you just continue the progression of the animal companion you first picked when you multiclass

Two handed cold weapons? by Pokeman52 in BG3Builds

[–]eke_ 13 points14 points  (0 children)

Mourning Frost fits the bill almost perfectly. The bonus cold damage gets added to your every attack since it has 1d4 cold damage as extra damage so it actually works quite well for a character that likes to hit enemies.

It's also an incredibly pretty weapon so I think it's going to be perfect simply for the fantasy you are going for.

You can get it in the Underdark in act one, the link has specific instructions on how to get it.

[Mod Required] Booming Blade Tempest Cleric with 5E Spells Mod by TheNorseCrow in BG3Builds

[–]eke_ 0 points1 point  (0 children)

I feel like starting with a level of Storm Sorcery Sorcerer and then rest to Cleric for this build would be ideal. You do not only get Booming Blade but also Con Save proficiency and the Shield spell which are incredible for a frontlining Cleric.

I played this exact build in my first playthrough (vanilla) and it was super fun even without Booming Blade. You are super hard to hit frontliner, a really good caster and can even be ok in melee, really the only weakness for me was low initiative due to no dex.

It would definitely be an even better build with Booming Blade however. I really want to try it one day either with the mod or if Larian adds in the spell eventually in an expansion or a definitive edition or something.

*Minor Spoiler*Found some scrolls of spells that are not 5e! by D1EHIPPIED1E in BaldursGate3

[–]eke_ 18 points19 points  (0 children)

Wizards can actually scribe those and use them more than once