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I built a Crusader too - there's a super narrow window where it's good (shield basher) but in that window it does what it needs to. First Playthrough was Eldritch Scoundrel - basically a fair Sword Saint. Solid with Image, Evasion, Dodge, and greater Double Debilitating.
Dislike: Eldritch Archer. It's a base Magus with Ranged Spellstrike tacked on and nothing else. Special feats are all melee and can't even cast Hurricane Bow. Here's a cool Flamewarden:
https://steamcommunity.com/sharedfiles/filedetails/?id=1883865934
https://steamcommunity.com/sharedfiles/filedetails/?id=1883866869
But yeah, agree that you don't get much from Flamewarden itself.
Like: Bards & Inquisitors
A nice blend of magic & physical in one character from the get go, plus the freedom to be any role if specialized right. Also skills... daddy likes skills
Dislike: Wizards... poor guys got the shaft here. In theory better than a sorcerer due to versatility but with lack of crafting, scroll scribbing or wand replenishment they just fall too behind in a setting with excessive emphasis on combat encounters.
Not to mention i can only see a use for the generalist simply for ability to apply empowered/maximize/quicken metamagics to the 7th, 8th and 9th level spells for free.
Magus, easily a powerful class. But i cant shake the feeling im married to the first 3 touch spells with metamagics slapped on them, very little reason to go blaster unless you're actively boosting the casting stat plus a bloodline but at that point why not go full spellcaster and have more spell variation?
This game has no meta. Classes are about as good or bad depending on your experience, knowledge, and how you approach the game.
I believe by Meta they are referring to the kind of powergaming multiclassing that InEffect used to talk about back in the day. With every build needing a level of Vivisectionist or Monk for Crane Style.
Too bad that you can't stack agility like str in this game, but have to care about only 1 stat surely have some good returns.
If you stick to SC up to lvl 20 you get also a very nice capstone ability, since between fear effects ( dazzling ecc) and improved invisibility you should be able to basically sneak attack everything that is not straight immune to it. So they have to pass a save of ~30 or die istantly. Ring of circumstance gives you +2 to dex and +1 to DC of spell and ability, so it is a +2 to that DC.
P.S.: acid fog probably is bugged, if you fight INSIDE IT, enemies get up to -16 to attack, you get -2, so free cheese for you
Paladin: So many of the foes you fight are actually chaotic neutral, even the nameless bandits.
While the Paladin is not a bad class per se, it 's not as interesting as it could have been because of the game's setting and bestiary. I still like Hospitalers though.
I do like Bards a lot more than I expected to, the Thundercaller is great fun and even the basic kit is amazing with some of the advanced songs (Dirge of Doom and Fascinate).
And finally, while I initially disliked the Ecclesitheurge (because it was bugged to all hell at release and because I hate Tristian), it ended up being the best Cleric around as far as I am concerned.
The Eldritch Knight is far from redundant and extremely useful if you like melee casters with actual spell lists (such as a Sorcerer/Dragon Disciple).
Nailed it. Before the very end game there’s more evil than I thought, at least on fights where you can really use the boost.
Disappointed: Wizard because the lack of access to the tools that make them so good means if you want to play a wizard, you should instead play a sage sorcerer or an arcane bloodline sorcerer as you'll get much better bang for your buck
Thundercaller - The vanilla bard is so strong that I didn't expect to like a kit whose main claim to fame was a multi-use soundburst spell. But thundercall bypasses spell resistance and has among the highest DCs in the game, which gives the thundercaller a nice niche.
Grenadier - Vivs seemed so self-evidently strong at first glance that other alchemist kits were obviously weak by comparison. However the grenadier's unique combination of party buffs and AoE bombs make him considerably stronger than is commonly realized.
Disappointed:
Feycaller - The game doesn't mention this kit having a scaled-back attack progression. You can make it work if you go with a mirror image shapeshift build, but most players don't think to do that because of the feycaller's delayed shapeshift progression.
Viv - The game doesn't mention that vivs receive a subpar selection of advanced talents. 10d6 sneak attack plus transformation aren't bad at endgame but many players only use viv for a one-level dip, which costs AB without adding much value beyond a ten-minute buff.
The new Aldori Swordlord prestige class is awesome though. I have tried the Aldori Duellist build (courtesy: neoseeker). Link given below. It will do what it meant to do and very lore friendly.
*Aldori Duellist Build https://www.neoseeker.com/pathfinder-kingmaker/builds/Main_Character*
Crippling Strike is sub-par? Since when? Also once you unlock Vivi Advanced Talents, you can pick Bard (like Archeologist for Uncanny Dodge and Mirror Image and maybe Dragon Disciple access - extra Bite) or Rogue (for UD + Debilitation) levels and pick stuff like Opportunist and Double Debilitation on their even levels.
Vivi Discoveries are nothing to sneeze at either. Feral Mutagen might just be the single strongest ability for the 1st half of the game (that you get at level 2!). Then there are Feral Wings, crit, sneak attack resistances; stun, sleep, cold immunities.
It's not as brokenly OP as a normal Kineticist with Deadly Earth. But its a great party asset.
Early on using an Energy Kinetic Blade (generally Fire or Electric) is pretty great, as it provides great accuracy for your attacks.
If you pick Electric, you'll also have early access to Celerity, which is basically Haste. And as you generally have nothing else to spend your Burn on, it's the best way to keep your party nearly perma-hasted very early - and keeping the spell slots of your other casters for other purposes.
If you pick Fire, you can have Dazzling Display AND Dreadful Carnage super-early, which is great to apply aoe Shaken (and open up for Shatter Defenses).
Also Fire combines well with Earth.
KKnights suck at Composite Infusions (due to Burn cost for each swing and inability to Gather Power and Full Attack in the same round) EXCEPT, whether by a bug or a feature, their Blade Whirlwind ability ALWAYS costs 0 Burn, even Composite and Substance Infused.
Double Fire-Blue Flame Whirlwind would be super accurate. But I think Magma - Fire + Earth Whirlwind takes the crown, as it allows you to add Bowling Infusion to make your Whirlwinds also aoe Trip enemies. Pick Wild Talents and feats that support tripping - Trip, Greater Trip, Fury's Fall, get those Overflow bonuses to Dex and Con rolling (for example amass Burn by charging your energy shields) and go to town!
It's also party friendly and a Standard action (can be used after movement), so it rules supreme with the Turn Based mod. It's actually one of my favorite classes in that mode.
Then you can do some fun stuff:
https://i.imgur.com/euB97hY.jpg
https://i.imgur.com/KsEgrkg.jpg