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honestly it adds a few use of spells per (each spell depends on what tail) and you can add more tails or more use. that is pretty much it.
1 tail = 1 spell with a few use per day.
it's honestly not a very good sorcerer class. almost any other bloodline is massively better.
Plz tell me does serpentine class mix with it? I mean i can get that naga skill... But i sense poison in this game is useless feature by looks of it...
It works, but not for that reason. The reason it would work is because of the Serpentine Arcana and the special 1 use a day Swarm summon. The Arcana allows your enchantment vs. humanoids spells to effect monsters too. The same way Undead Arcana for Undead Bloodline does the same vs. Undead.
The thing to understand about Nine-Tailed is that it's only value is building around Enchantment CC spells and saving spells per day and limited spell slots for other spells. Not investing in any Enchantment DCs with Nine-Tailed is a waste of time unless you're making a inefficient roleplay build. Why?
The Tails have these spells and are all x2 casts a day:
1. Vanish - Pretty Useless
2. Sleep - VERY useful at low level/ Godly almost, but because it effects HD creatures, it becomes useless later on so casters in many DnD crpgs are always debating whether to take the spell, because these games never allow you to replace a sorc spell on level up like PnP versions of Sorc. This way you get a free, non spell book version x2 a day.
3. Blur - Another source x2 a day which allows you to skip taking in spellbook.
4. Invisibility - Another source x2 a day which allows you to skip taking in spellbook.
5. Deep Slumber - The mid game version of sleep. Instead of being good until mid-game, it becomes useless at higher mid/end game instead.
6. Displacement = 2 uses of displacement that don't use valuable spells per day. Great stuff.
7. A really good enchantment spell that you rarely have room for on Sorc due to buffs and other spells you want.
8. Dominate Person- A spell you always want to take on Enchantment Sorc but never have room in the spellbook for and don't want to waste spells per day casting it.
9. Another 2 casts of Vanish so now its x4 a day, beginning the wrap around.
So all illusion buffs and enchantment mind-effecting DC spells. Due to these being spell like abilities, they have much higher DC at max level without any metamagic. I tested out a fully equipped enchanter with max heighten Dominate Person vs. Tail Dominate person: Metad Dominate had a DC of 43. Tail had a DC of 45.
To summarize, a Nine-Tailed replaces sorc bonus spells that use up book spells per day, with a mini illusionist/enchanter spell-like ability spellbook, that has preset spells to cast x2 a day, each with higher DCs (difficulty check so enemies fail their saves easier against them). That's the reason to take Nine-Tailed and can be pretty powerful and spell efficient due to the limited number of spells you can learn as sorc.
The best bloodline for Nine-Tailed is arguably Arcane Bloodline. First of all, the power of the bloodline is almost all in its Arcana and special abilities and the bonus spells are throw aways for the most part. Arcane Arcana means everytime you use a metamagic you get +1 DC to spell (great for enchant), you get Spell Power feat (+2 DCs to a school and again enchant DCs), a bonded weapon or familiar and no concentration checks at level 20 (your 6 sec casts of your spells cannot be interrupted).
I did a deep dive test combining Nine-Tailed with Arcane Bloodline and Trickster Mythic Path. It seems really good to me. You can offload your illusion/transmutaiton buffs almost entirely into Trickster's spont caster spellbook, while it gives you more enchantment CC spells too in addition to the ultimate dominate X spell: "Charm Whatever," which has no tags and can effect well, anything with no spell resistance check (yay!). Only draw back is that because its not mind effecting or emotion etc, it only gets bonuses from your enchant DC increases.
Lastly, greater enduring spells will make magical tail's 1 minute/level illusion buffs 24 hours.
Here's the Enchant/Conjure/Illusion Nine-Tailed build I mentioned with the deep dive into mechanics and synergies all around.
https://steamcommunity.com/app/1184370/discussions/5/3044985412463959215/
Ty for info. I was not well informed about limitations set class and made my character massive mess. Tried to be debuffer with poisoning enemy stats with venom. But 90% of enemy´s are immune and most likely immune to my magic as well... Should have taken look into enemy demon types to notice immune to poison etc...
Yea old save went to hell because most of fights ended with me wasting turns with my main character and then archers killing everything if defenses did not fall... Plan was to have venom reducing stats of enemy and it went hell as most of my enemy´s are simply darn demons or something what ignores poisons. Worse part was not knowing how kingdom management work... What caused lot of time wasted...
anywho the class itself is pretty disapointing. It would be better if Nine Tailed Heir was just a regular Bloodline, in and of itself, not an archetype. Or if it added the spells to your list. ......or if they just animated the tails somehow... like even as just a spell effect i'd be satisfied.