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I strongly suggest looking into weapon availability. Weapons in this game aren't random drops, so if there's a particular build you have in mind and the best form of it isn't available, then you just can't get it.
It's not complete, but many of the magic items are listed here: https://pathfinderwrathoftherighteous.wiki.fextralife.com/Weapons
If playing main campaign, you'll usually start with a free version of your weapon focus weapon if you take weapon focus at 1st level (it's in the chest after you fall ). No effect on through the ashes DLC or if you take weapon focus after 1st level. The bonus weapon is often cold iron. Character retraining often generates this bonus weapon, too.
As for weapon choices, depends a lot on your build. You don't need to take weapon focus, either. Weapon focus is just one route for feats.
I'm sure there are guides out there that inform you what they think the "best" builds are. But this game has a lot of flexibility, so you can do those or not.
Regarding feats and such, it really depends on your build and what you want your character to add to the party. One feat here, means one less feat there. Lots of ways to do everything.
And remember, the game is party based - it doesn't matter that one character build is great if the party fails. Likewise, if one character build is supposedly sub-optimal, but the party keeps winning, then that's success.
Pathfinder Core Classes (2009):
Druid, Fighter, Wizard, Cleric, Rogue, Barbarian, Monk, Ranger, Paladin, Sorcerer
Advanced players guide classes (2010):
Witch, Anti-Paladin (not in this game), Alchemist, Oracle, Cavalier, inquisitor, Summoner (also not in this game)
Then Ultimate Magic (2011):
Magus
then Ultimate Combat (2011)
(none of which are present in this game):
Gunslinger, Ninja, Samurai
Advanced Class Guide (2014)
Arcanist, Bloodrager, Brawler (not in this game), hunter, investigator (not in this game), shaman, Skald, Slayer, Swashbuckler (not in this game), warpriest
Pathfinder unchained (2015)
No new classes, but replaces original monk, rogue and barbarian with new versions (present in this game). Also attempts to remake summoner class (not present in this game)
More books and more classes follow....
Seelah is fine with specializing in longswords. They're THE most abundant weapon type you can find.
So weapon selection becomes a lot more liberal.
The mod overrides the logic in the game which checks whether a specific weapon type is the same as another, so will apply to everything where
such comparison is requested (Weapon Focus, Greater Weapon
Focus, Improved Critical etc).
The weapon group name is displayed in the information window.
Should be backwards/forwards compatible with saves, can be enabled/disabled anytime.
Groups are fully configurable via the groups.json file in the mod, please use the readme for instructions.
Groups
Axes: Battleaxe, Dwarven Waraxe, Greataxe, Handaxe, Heavy Pick, Light Pick, Tongi
Heavy Blades: Bastard Sword, Dueling Sword, Elven Curve Blade, Estoc, Falcata, Falchion, Greatsword, Longsword, Scimitar, Scythe
Light Blades: Dagger, Kukri, Rapier, Shortsword, Sickle, Starknife
Bows: Longbow, Shortbow (including composite bows)
Close: Punching Dagger, Spiked Light Shield, Spiked Heavy Shield, Heavy Shield, Light Shield
Crossbows: Hand Crossbow, Heavy Crossbow, Light Crossbow
Double: Orc Double Axe, Double-bladed Sword, Gnome Hooked Hammer, Dwarven Urgrosh
Flails / Hammers: Club, Earth Breaker, Flail, Greatclub, Heavy Flail, Heavy Mace, Light Hammer, Light Mace, Warhammer
Monk: Kama, Nunchaku, Quarterstaff, Sai, Shuriken, Siangham
Polearms: Bardiche, Fauchard, Glaive
Spears: Longspear, Shortspear, Spear, Trident
Thrown: Bomb, Dart, Javelin, Sling, Sling Staff, Throwing Axe
Everything which is not the groups listed (e.g. unarmed, natural weapons) works as without the mod.
One thing to keep in mind, the crit multiplier also affects the Coup De Grace saving throw.
Coup De Grace is an auto-crit.
If they survive the damage, they take a fort save
DC 10 + attacker's BAB + melee damage attribute modifier + weapon's critical modifier
If they fail the fort save, they die.
Enhancement won't matter that much because 1) you will find powerful weapons in almost every category (even some nobody uses, like Tongi) and you'll have spells like Holy Sword or Crusader's Edge.
Are you certain? I though the Dodge AC only goes away if you get your dexterity bonus denied. And flanking doesn't do that. Flanking just gives the attacker a +2 to attack bonus.
ok that is why shattered defense used to be so popular, because it consistently apply flatfooted to enemy.
Flanking: is a bonus to melee attacks. You get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner. Diagram here: https://d20pfsrd.opengamingnetwork.com/wp-content/uploads/sites/12/2017/01/d20pfsrd_combat_mat_04-1.jpg
Flat Footed: is a condition where you can’t use your Dexterity bonus to AC (if any) while flat-footed. A flat-footed character also can’t make attacks of opportunity. Flat footed is normally gained at the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are automatically flat-footed.
It's notable that flatfooted only negates the dex "bonus" to AC, a dex "penalty" to AC will still apply. Also swapping dex with another attribute that adds to AC instead will also swap what flat footed negates as a bonus to AC.