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they have the same party support
rowdy has better defense options because vital strike also works with reach or range weapons
rowdy can go str or dex depending on weapon
knife master should stick to dex to fulfill twf feat prequisites, unless you have slayer or ranger levels
damagewise both are pretty good in the early game, lategame hitting enemies and sneak immunity might be problematic
hitting for rowdy is a bit easier if you go true strike + vital strike combo with alchemist or sensei
thf vs twf pretty much depends on your available stat spread and feat selection, making a working thf build is alot easier than doing twf
While a buffed 2h fighter can get like 5k damage sneak critting everything.
Other builds can benefit. Like a magus.
But a vital strike crit cann do like 200 damage early game pre and around drezen.
Vital strike really is. Crazy. But you must ensure youre gonna hit.
That being said, I was doing a lot of damage with vital strike last game and that was when I was only playing as a ranger and not even getting the extra damage from vital force.
Atm, I'm actually running both, and I'm pretty pleased with the results early game (mid Act 2, level 7). They're both dips and have different end goals, but so far the rowdy setup looks like a decent dreadful carnage setup, whereas the knife master is making a surprisingly good main tank. All subject to change as I progress, of course, but here are the rough layouts of each:
Rowdy: 1 monk/3 THF/ 1 Instinctual Warrior/2 rogue (plan to go to 11 for VS feats, then leftover in vivi for strength mutagen and up to 9d6 sneak). There was some alignment play to get monk and barb (during THF levels), but it could've also been done by dropping monk and taking 2 IW. I used monk for a free crane style, because it for some reason still applies to 2h. Sits at 30 AC outside of combat and can reliably VS while fighting defensively and power attacking thanks to rage (and picks up 1 more AC due to wisdom jump). Uses fauchard for reach (not exactly optimal feat-wise, but can't argue with the results)
Knife master: 1 monk/ 2 Arcane Enforcer (eventually 3)/ 3 rogue (finesse training)/1 vivi (this is where all the rest will go after third AE). Sits at 34-38 AC out of combat. Would've loved to copy the barb trick above for the +2 attack and extra wisdom for AC, but dex mutagen would've made it mostly pointless
Both will probably be reworked closer to mid-game if all the reports about enemy immunities are accurate, or at least the rowdy setup. But they're holding up well and putting up pretty good numbers for now. Trickster path will definitely be used for added crit
Someone mentioned it earlier, but an Alchemist or Sensei party member (maybe something else even?) can give them True Strike, or the Rowdy Rogue can use Quickened True Strike themselves if you've multiclassed into something with access to it. Quicken through Draven's Hat or a Rod. Or I guess you could use scroll/wand if you really wanted, too.
So Rowdy wins again because obviously it doesn't matter that True Strike only lasts for one hit when you're only relying on one Vital Strike. Take Always a Chance to ensure you probably won't even miss on a 1.
If an extra +4 to attack is that much of a deal breaker, the game's even more broken than Kingmaker lol
I also play turn-based, so the action economy is a bit different. Buff/debuffs aren't the micro nightmare they are without it, and "buff bots" (ahem, Daeran lol) aren't as much deadweight outside of key situations