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Anyone complaining about the Misbegotten Troll should henceforth be ignored in all conversations about difficulty. He's probably the easiest fight in the entire end-game, any competent party should kill him in less than 2 rounds without any special preparations needed. Only 44 AC is child's play by that level. Look at what a strength-based Fighter would be hitting with, Unbuffed is:
+17 BAB, +10 Strength (22 base +8 belt), +4 Weapon Training, +1 Weapon Focus, +1 Greater Weapon Focus, +5 Weapon enhancement =+38 to hit vs 44 AC hits on a 6 or higher.
Then you have buffs. Haste (+1), Bless (+1) Legendary Proportions (net +1), Greater Heroism (+4), Greater Invisibility (+2 hit AND -2 AC for ignoring Dex/dodge) now you are hitting on a -5 and can afford adding things like Power Attack to the mix, but were aren't done, next is debuffs
Flanking bonus +2, Outflank +2, rogue Bewildering Injury -2 AC. At this point, you are guaranteed to hit even WITH power attack!
I mean, I’ve had to look up certain weapons or classes, but they’re not that hard to understand.
One thing I like about this game, which took me until chapter 2 to really figure out, is how useful various spells, like see invisible or delay poison actually are.
In a lot of games I usually just make sure my dps is high enough and faceroll everything.
Here I really need to buff and de buff to deal with most encounters. All of the spells and abilities I’m used to ignoring are suddenly necessary.
I don’t think I move anywhere on a map without delay poison up. I’ve always got resist energy spells on standby.... the list goes on.
An earlier poster said it best. If you’re taking your party into the unknown, have potions, scrolls, and a variety of spells to deal with whatever challenge you might face.
The reason i am calling the gm a misbegotten troll is that because as a pnp gm i know there is no legal way in the game to make a large troll have a touch ac of 44 and cast spells as swift action and be a cr 20 on top. He is trolling by giving all class abilities on a monster.
Now try explaining that to someone who does not know what touch ac is... Like the op
Thanks for the tip on cloudkill though. I never though the spell as poison effect.
Defense
1. YOU NEED A HIGH AC MAIN TANK. The most common problem you will have is getting murdered by multiple attacking high damage murder machines that have the ability to mulch you in seconds. Armor Class is non-linear in its effectiveness. An AC of 20 is effecively an AC of 0 as far as most things you care about are going to be concerned. An AC of 40 is someone that can tank early game for almost forever. An AC of 60 is effective invulnerability. Damage is optional on this character.
2. ELEMENTAL AND STATUS RESITANCE. Fire, Acid, Electricity, Poison, Negative energy, fear, paralyzing, roots and compulsion all have associated spells that prevent them being easily applied. Depending on the fight these make the difference between getting murdered and winning with ease. For example Wisps have a electrical damage touch attack that deals about 20 damage. Your main tank will be ripped to shreds in seconds if 3 or 4 of them start attacking. With a 7th level cast of a 2nd level spell they are IMMUNE to that damage and you will be able to actually fall asleep during these encounters. There are a few other ones. For example Count Dazzleflare? One of the wisps spams magic missiles. Shield, a first level spell immunizes you against them.
Offense
3. BROAD SPECTRUM DISABLES. Stinking cloud, Web, Slow, Phantasmal Web, Tar Pit, Obsidian Flow, Dazzling Display, Confusion, Hold Monster/Person/animal. Look at the Monster, chose a disable that targets a weaker save and spam it.
4. PHYSICAL DPS SOURCE. A single Rogue well built to pair with your main tank will provide you with almost all the DPS you need. If you are not feeling creative then Nok Nok is built in such a way that he will devastate your conventional foes on almost any difficulty. Your main DPS should be designed with a high AC as a priority so that they can sit next to your maintank and not get killed if there is an aggor transfer.
5. AOE Damage: Swarms are the devil, Alchemists are especially good at this but a wizzard or sorc will do.
6. FLEXIBLE DAMAGE SOURCES. You need a character who can attack Touch Armor Class, Damage Ghosts and incoporeals and deal alot of different elemental types. Vulnerabilities are rare but sometimes you need something to stop regen. Magi and Alchemists are especially good at this. For a magus Ghost touch, brilliant energy, elemental attacks can all be slapped on your weapon and you can ignore armor, ignore incoporeal and stop regen while still having a decent platform for damage. Alchemists flasks are non-magical (no spell resistance) touch attack AOE damage that with a grand cognatogen have UNSAVEABLY high DCs. Force flasks will trivialize all encounters.
To review. One tank, A source of Defense Buffs, A source of varied save disables, one DPS Conventional, One DPS Flexible and the ability to generate AOE attacks. Fill these rolls and you will never have to be psychic.
The only enemy with 60 AC is the black dragon, and he only has I believe 14 or 17 touch AC, in either case it was low enough for my Sorcerer to hit with Enervation.
Wizzard/sorc don't need strange spells... just powerful range touch spells + arcane trickster.
My lv13 Arcane trickster shots maximized Scorching Rays and instant kill almost everything.
A rogue+monk+stalwarth defender halfling can make a super-tank (53CA at lv13) AND a good damage dealer
Alchemist granadier (staggered bomb + force bomb) is the best "area control" possible.
Then take a cleric for heal and buff, and take the Animal Dominion with Smidolon or Mastodon AND some other class wit animal companion (Druid or Sacred Huntsmaster are very good!)
I win every battle very easy
Btw, here's what I found when looking for the Seamantle description:
I think neither of this is true in Kingmaker...