Pathfinder: Kingmaker

Pathfinder: Kingmaker

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Matt Dec 13, 2018 @ 6:31am
How useful is (communal) mind blank/protection from spells in the endgame ?
Hey all,

I'm building a mercenary AT and when it comes to the wizard part, I'd like it to be specialised in Conjuration.

As for the opposition schools, I'll go either with enchantment+abjuration or with enchantment+necromancy.

I'm really tempted to try enchantment+abjuration (so that I have easy access to those few really cool necromancy spells: fear, enervation, horrid wilting) but that means I'll be missing:

- Shield: Not a big deal for a ranged character,
- (communal) stoneskin: Not too bad, since I'll have a pure inquisitor and a vivisectionist in the team,
- protection from spells
- (communal) mind blank.

Hence the question in the title of this post. I'd like to know if I'm putting myself at a clear disadvantage by not having an easy access to those 3 spells.
Last edited by Matt; Dec 13, 2018 @ 1:21pm
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Matt Dec 13, 2018 @ 12:14pm 
I guess no answer means that those spells are at least not mandatory ;)
For_Science! Dec 13, 2018 @ 12:19pm 
Given the long duration of those spells, if you DO decide they're essential to your play style, you could probably afford to burn one extra spell slot on preparing a spell from your opposition schools. Especially if you reach level 18 and communal mind blank, you won't be needing to prepare more than one.

The necromancy spells you mentioned, on the other hand, are offensive spells that you might want to spam.
Last edited by For_Science!; Dec 13, 2018 @ 12:21pm
kaymarciy Dec 13, 2018 @ 12:32pm 
In PnP Mind Blank protects you from See Invisible and True Sight. So, the question is whether the Wild Hunt has it or not. I'm pretty sure at least Monarchs have it. Then again, I'm not sure if this part of the spell even translated into the game and at this point you'll have that ability which allows you to flat-foot enemies no matter what. Also, if you aren't playing solo you can get these spells from Clerics through Domain Spells.
Matt Dec 13, 2018 @ 12:45pm 
@For-Science!: That's a very valid point. Particularly since it's very likely that this char will reach level 18: He's the one with the highest Trickery score and I'm turning "Only skill check user receives experience" ON before disarming any trap. No savescumming, but disarming traps can be 100% fail safe when paying enough attention.

@kaymarciy: I had thought about Cleric domains (magic iirc, maybe some others) but my MC Cleric is Ecclesitheruge of Sarenrae (fire, glory) so domain spells aren't an option. What ability are you talking about ? Dazzling display+shatter defenses ?

Thx both :)
Last edited by Matt; Dec 13, 2018 @ 12:46pm
kaymarciy Dec 13, 2018 @ 1:09pm 
No, AT-unique stance. Forgot the name (not using any AT in my party). When active all enemies are flat-footed. You get +1 round per AT level after 5th or something
Matt Dec 13, 2018 @ 1:20pm 
Ah yeah, impromptu sneak attack. Which gets even better when combined with surprise spells (all damage dealing spells apply sneak attack damage to flat-footed ennemies).

Related to this, I have a question:

Let's say I initiate a fight by casting a fireball. Since the fight initiates only after the casting is complete, would the ennemies hit by the fireball be considered flat-footed (without the need to activate impromptu sneak attack) ?
Lonesome Wolf Dec 13, 2018 @ 1:21pm 
I never played around with Mind Blank (curious there too) and can't say much to the protection stuff - so I'm hardly a pro there ;p

my 2 cents bout the rest:
Shield - sure, it's a nice spell on a 2-handed user but on an archer? Yeah, not mandatory. (Worst case: safe up those potions you get early game and use them in those rare ocassion you feel it's needed)

Stoneskin - it looks great on paper, I definitely wanted that. Had 2 in my party able to cast it but after testing it, despite the fact that I ran a physical buff party, I actually never used it in a fight. (gotta admit I was too concerned hoarding my precious diamond dust there ;p)
Thing is, the encounters where you might want to have that extra bit of protection hit so hard that they are overcoming those resistances pretty easily (and deplete the general threshold rather fast)
I've found +AC and Displacement buffs far more effective/convenient.
A party wide stoneskin here and there could make for a less micromanagment/more casual based combat experience I guess.
Lonesome Wolf Dec 13, 2018 @ 1:24pm 
Originally posted by Matt:
Ah yeah, impromptu sneak attack. Which gets even better when combined with surprise spells (all damage dealing spells apply sneak attack damage to flat-footed ennemies).

Related to this, I have a question:

Let's say I initiate a fight by casting a fireball. Since the fight initiates only after the casting is complete, would the ennemies hit by the fireball be considered flat-footed (without the need to activate impromptu sneak attack) ?

Afair my Octavia was able to Fireball-Sneak-Attack when initiating a fight. ;p
Matt Dec 13, 2018 @ 1:38pm 
Muhaha /evil_laugh ;)

As for stoneskin, I agree that it's not that great: 10 DR when some hits can hit you for 60 easily isn't that much; but since I'm trying to play this 2nd playthrough (only went to Armag's Tomb with the 1st one) on ironman, I'll take every little bit that helps (including stoneskin) for the toughest fights.
For_Science! Dec 13, 2018 @ 2:07pm 
Originally posted by Lonesome Wolf:
my Octavia
Careful. I have it on good authority she hates to be called that. ;-)
Lonesome Wolf Dec 13, 2018 @ 2:19pm 
*lol*
ohhh, reminds me of Regongars one nice statement (didn´t like both of them all to much tbh *g*)
"If she can´t stand being called that way it´s only because she doesn´t get the difference between "my" heart and "my" boots. She´ll understand in time."
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Date Posted: Dec 13, 2018 @ 6:31am
Posts: 11