Pathfinder: Wrath of the Righteous - Enhanced Edition

Pathfinder: Wrath of the Righteous - Enhanced Edition

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Duder Nov 23, 2022 @ 3:45pm
Coup de Grace - and other rules questions
I never once used this in Kingmaker. I tried, believe me. When enemies were prone, paralyzed I think even too, multiple statuses. I always wasn't able to do it.
Anyone had success with it?
Last edited by Duder; Nov 23, 2022 @ 3:56pm
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Showing 1-15 of 33 comments
steventirey Nov 23, 2022 @ 3:51pm 
Being prone isn't enough. It does function when an enemy is unconscious, such as from the Sleep spell or because they have regeneration (and you haven't hit them with the appropriate type of damage).

Paralysis may or may not allow it as well. Not sure about that one. It should.
Last edited by steventirey; Nov 23, 2022 @ 3:56pm
Duder Nov 23, 2022 @ 4:01pm 
I never really used sleep too much, even the more powerful sleep spells since they only ever affect x amount of HD which is almost useless at higher levels, seeing as basic attacks will take care of lower level enemies at that point.

Spell Combat - any reason NOT to use it with a Magus? Seems it would only trigger if you cast something, but you can switch it on and off.
Last edited by Duder; Nov 23, 2022 @ 4:01pm
steventirey Nov 23, 2022 @ 4:20pm 
Originally posted by Duder:
I never really used sleep too much, even the more powerful sleep spells since they only ever affect x amount of HD which is almost useless at higher levels, seeing as basic attacks will take care of lower level enemies at that point.

A witch's Slumber hex has no upper limit. There are a few other abilities that make enemies unconscious, but not many as far as I know.
hilburnashua Nov 23, 2022 @ 4:27pm 
It definitely works on sleeping/unconscious and paralyzed/held opponents. However, the DC is messed up. What I think it's doing is applying the base damage you do, or maybe the base damage+10 as the DC. It should be applying the full damage (which includes all additional damage from the critical)+10. I definitely noticed this back with Laughing Darkness.
Duder Nov 23, 2022 @ 4:35pm 
Originally posted by hilburnashua:
It definitely works on sleeping/unconscious and paralyzed/held opponents. However, the DC is messed up. What I think it's doing is applying the base damage you do, or maybe the base damage+10 as the DC. It should be applying the full damage (which includes all additional damage from the critical)+10. I definitely noticed this back with Laughing Darkness.

It's a standard action too, then there's remembering to use it. Probably other characters take out the enemy before then.
forkofspite Nov 23, 2022 @ 6:10pm 
Coup de Grace:
It's a full-round action. The DC is an Owlcat invention rather than tabletop (don't know their exact formula). As mentioned, the target must be helpless (unconscious or paralyzed usually).

Spell combat:
If you have it selected while using a one-handed weapon, you'll use it one-handed rather than 2-handed. Depending on your strength score, this might cost you a point or two of damage per hit (or more if you use power attack). Also, using spell combat imposes a -2 penalty on your attack rolls. In theory, you shouldn't take that penalty if you don't also cast a spell, but I don't know how well that is implemented (especially in real-time).
Last edited by forkofspite; Nov 23, 2022 @ 6:11pm
Duder Nov 23, 2022 @ 6:20pm 
Originally posted by forkofspite:
Coup de Grace:
It's a full-round action. The DC is an Owlcat invention rather than tabletop (don't know their exact formula). As mentioned, the target must be helpless (unconscious or paralyzed usually).

Spell combat:
If you have it selected while using a one-handed weapon, you'll use it one-handed rather than 2-handed. Depending on your strength score, this might cost you a point or two of damage per hit (or more if you use power attack). Also, using spell combat imposes a -2 penalty on your attack rolls. In theory, you shouldn't take that penalty if you don't also cast a spell, but I don't know how well that is implemented (especially in real-time).

I did think about that. Something to consider if out of spells to cast. Thanks
Duder Nov 23, 2022 @ 8:32pm 
Picking locks now gets multiple tries from the same character.
Does it affect anything if you fail then pass?
steventirey Nov 23, 2022 @ 8:49pm 
Originally posted by Duder:
Picking locks now gets multiple tries from the same character.
Does it affect anything if you fail then pass?

No. Its the same as if you passed the check the first time. The only downside is if you try and fail the check by 5 points or more, in which case the lock jambs and can not be picked (or in the case of a trap, sets it off).
Duder Nov 23, 2022 @ 8:59pm 
Originally posted by steventirey:
Originally posted by Duder:
Picking locks now gets multiple tries from the same character.
Does it affect anything if you fail then pass?

No. Its the same as if you passed the check the first time. The only downside is if you try and fail the check by 5 points or more, in which case the lock jambs and can not be picked (or in the case of a trap, sets it off).

There doesn't seem to be any lore for enemies when you inspect.
Looks like I'll have to look them up on a wiki
hilburnashua Nov 23, 2022 @ 9:35pm 
Originally posted by Duder:
Originally posted by steventirey:

No. Its the same as if you passed the check the first time. The only downside is if you try and fail the check by 5 points or more, in which case the lock jambs and can not be picked (or in the case of a trap, sets it off).

There doesn't seem to be any lore for enemies when you inspect.
Looks like I'll have to look them up on a wiki

Yes, I have noticed that it seems like you get full information on opponents no matter what you lore skill. Which is strange because it wasn't like that in Kingmaker. I definitely remember opponents that had question marks on some of their stat blocks.
Duder Nov 23, 2022 @ 9:50pm 
Originally posted by hilburnashua:
Originally posted by Duder:

There doesn't seem to be any lore for enemies when you inspect.
Looks like I'll have to look them up on a wiki

Yes, I have noticed that it seems like you get full information on opponents no matter what you lore skill. Which is strange because it wasn't like that in Kingmaker. I definitely remember opponents that had question marks on some of their stat blocks.

Well you automatically get all the stats- prob because some of those difficulty checks were so high, and, true to PnP you could have the luxury of a monster compendium.
I'm talking about the actual lore when you inspect though, the description of the enemy, the reading part.
Duder Nov 23, 2022 @ 9:51pm 
Can you return to the Shield Maze later?
Water Elemental
steventirey Nov 23, 2022 @ 10:53pm 
Originally posted by Duder:
Can you return to the Shield Maze later?
Water Elemental

No. While you can later return to the mongrel village at a point in Act 3, you can't return to the Shield Maze. The water elemental is meant to be a tough fight. Unless you have the tutorial turned off, the tutorial warns you that some encounters will be a lot tougher than the other things you are fighting in the area. There are encounters like this throughout the game.
Last edited by steventirey; Nov 23, 2022 @ 10:55pm
Duder Nov 23, 2022 @ 11:10pm 
Originally posted by steventirey:
Originally posted by Duder:
Can you return to the Shield Maze later?
Water Elemental

No. While you can later return to the mongrel village at a point in Act 3, you can't return to the Shield Maze. The water elemental is meant to be a tough fight. Unless you have the tutorial turned off, the tutorial warns you that some encounters will be a lot tougher than the other things you are fighting in the area. There are encounters like this throughout the game.

Well yeah I got that from Kingmaker too, Swamp Witch hut comes to mind. Almost like they are showing new players to later return to some areas, but you can't return to shield maze.
Seems most people were asking when I looked online about the sword, hidden with a puzzle.
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Date Posted: Nov 23, 2022 @ 3:45pm
Posts: 33