Rod amiri

Amiri vs Armag statistically guaranteed win, unfair viable

2023.12.14 06:06 Isopod-Severe Amiri vs Armag statistically guaranteed win, unfair viable

So in my quest for the perfect no-reload run I really wanted to guarantee Amiri a victory against Armag in their personal duel. It doesn’t affect the overall story in any meaningful way, but it does give you a sense of satisfaction and lets you choose her as the chieftain of the Tiger Lords if you so desire. (Dugath, however, is the better choice for the kingdom bonuses.)
I wanted Amiri to beat Armag honestly, with no Heart of Ira nonsense, no kiting in RTwP, no xp toggling to boost her level, no glitching outside the circle… Basically, nothing that could be considered exploitative, cheating, or against the spirit of the battle. I wanted to do it unmodded, in turn-based mode, with a build that kept her starting class in Barbarian. And as much as possible I wanted to keep her true to her theme: Amiri wants to be in melee bashing skulls with a two-handed weapon, not hanging back casting fireballs.
The trouble is, on higher difficulties a single hit from Armag can do 100+ damage, spiking to 300+ for crits. On a no-reload run, relying on AC, HP, or statistical misses (Invisibility, Mirror Image, etc) is folly. Armag swings four times a round, and a single lucky crit is all it takes to finish Amiri regardless of her defenses. Summons are largely useless – Armag’s Cleaving Finish simply mows through them, and at any point Armag could decide to target Amiri instead of the fodder. As long as Armag is able to attack he is potentially an immediate threat, so the goal is to stop him from attacking.
Disabling spells that allow a save are going to fail 1/20 no matter what, and given Armag’s high saves, probably a lot more frequently than that. There are only a handful of spells that disable without a save, and the only one available at Level 12 (when Amiri faces Armag) is the level 3 Inquisitor spell Litany of Eloquence. This spell is cast as a swift action and causes the enemy to stand frozen in place for 6 seconds, effectively giving up their round and doing nothing. Amiri can get as many of 5 of these spells by Level 12, and by extending them with a metamagic rod she gets 6 rounds of full attacks before Armag can take any action – 18 attacks in total. Given the right build and buffs, this is sufficient (given her attack and damage roll distribution) to ensure victory essentially 100% of the time on any difficulty.
The strategy is quite simple, and there is little that is actually required beyond Litany of Eloquence to pull it off. On lower difficulties, you could probably do it unbuffed with Litany of Eloquence and Amiri’s Ginormous Sword alone. But the higher the difficulty, the harder it is to do enough damage to guarantee victory in the short amount of time you have, so you need to stack as much AB and damage as possible.
The overall strategy is:
Here is a thematic build that will guarantee victory on Unfair, assuming Amiri faces Armag at Level 12:
The Athletics, Stealth, and Persuasion skills are taken to ensure Amiri can take the fastest path possible to Armag. This way the short-term buffs applied by the party will still be in effect by the time the duel takes place. All skill checks along the way must be passed automatically (i.e. even on a roll of 1), and these investments reflect the minimum required to guarantee success on Unfair. The UMD ranks are taken so she can use the Wand of Lead Blades and a scroll of Obsidian Flow or Web. Destruction domain gives a significant increase to damage, and Favored Enemy adds +4 to both AB and damage. Note that not a single feat was required for this build, making it very flexible in terms of how to develop Amiri martially.
There are surprisingly few buffs and equipment required, which is explained by the fact that there is no point putting up any defenses at all. A single lucky crit will end Amiri, and on a no-reload run that’s game over for her. So forget about anything but offense. Here is the equipment that you can always get and should equip Amiri with:
If you’re lucky with Skeletal Salesman wares or the Artisan Mim, you can also equip one of these items that boost UMD (nice to have, but not critical):
In addition, you want party members, potions, or scrolls for the following spells:

And that’s it. So here’s the walkthrough:
Edit: I should add that there are other ways to increase the odds further if one is willing to accept the sacrifices and/or effort.
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2023.11.14 16:28 Worth-Community-9651 underrated

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2023.09.15 06:07 DropWatcher Drop Watch: September 15th, 2023

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2023.05.31 13:19 OkMarionberry2967 PF: KM My verdict about unfair difficulty (and rant)

What's up role-players and min-max power gamers!
Warning: There might be a few spoilers in here, but nothing is very specific I would say, not sure if they really count as spoilers...
I suppose there is no shortage of rants and crying mad-kid essays about the frustrating designs and difficulty imbalances when it comes to this game Kingmaker.
So maybe there is no need for my text, just another, one of those stupid texts you can ignore, but I want to get this off my chest and maybe there can be a constructive element to this thread if somehow someone out there opens my eye to solutions I had not thought about and didn't know existed.
So, I will spend some time explaining what I unfortunately find intolerable and unacceptable about this game (mostly relevant to unfair difficulty) and why, just my perspectives.
But first: An analysis and also a background story about where I come from in gaming and my knowledge of kingmaker.
Okay.
So, I don't mind a serious challenge in my games. I don't mind extreme micromanagement or spending a hundred hours learning mechanics, cheese exploits (legit ones based on game mechanics, no cheats) and an optimal successive order when it comes to picking feats, spells, skills and even class and archetype choices level by level for both MC and companions to be able to beat a challenge.
I am nerdy and perfectionist in nature to some degree and enjoy the nerdy details of mastering the optimal build choices and party compositions and tactical choices and perfect execution and micro management to beat games like this on higher difficulties (yeah so I can feel like I am actually good at something, boosting my ego and feeding my competitive show-off side even in a single player video game, how sad, but let’s leave the psychological analysis aside...)
I ran no reload runs in the Baldur's Gate games on the highest difficulties, with and without mods like SCS and had no problem transitioning to Kingmaker after mastering all mechanics and tricks in games like bg1 and bg2. In my very first run here in PF Kingmaker I started on hard and it was no trouble at all, it was almost too easy after I had spent a few hours testing and finding out how to play optimally with mechanics like charging, fighting defensively together with crane line, AOO, demoralize, and confirming that cc spells like grease, stinking cloud and web are still king in this game also and that you can't tank reliably without mirror image and concealment along with decent ac etc etc... fine, cool, ready to rock'n'roll, time to just play on unfair alright.
Of course I also learned that you really need to pick weapon focus dazzling JUST TO GET SHATTER TO BE ABLE TO TARGET THEIR FLAT FOOT AC ON UNFAIR (if nothing else since I prefer to get enemies shaken with Dirge of Doom from a bard from level 8, which has no save contrary to fat ass slow dazzling ability that takes forever to cast), and that's cool, I don't mind that the highest difficulty restricts and narrows down certain builds you can choose, since a lot of things won't be viable, that's cool, I can tolerate that and still have fun (though I don't like how animal companion classes and builds become almost required early game, even though they can be cool and fun also...).
I don't mind that the first challenging encounter with the 3 assassins in the library in the prologue is not possible to beat 100 % of the time every time you try even when you have optimal and utterly perfect build and tactics and execution and that you have to accept perhaps a few reloads on unfair no matter how much you have mastered the game in every way (though have tried a few runs where I don't reload in the prologue on unfair, so it's cool)
I mean to give an example; I actually enjoy being pushed to execute detailed tactical combat choices on a perfectionist level like for example:
Getting Linzi into range with Daze cantrip without alerting the assassins, then start casting demoralize with Tartuccio (with his superior intimidate level) and pause a fraction of a second after he starts his casting animation in order to initialize Linzi's casting animation of Daze so that the demoralize will hit a fraction of a second before daze hits, to give the melee assassin a minus 2 to saves just before daze from Linzi hits. And on top of that I don't mind spamming pause and unpause hotkey to wait for my charge attack with MC (who drank a mage armor potion before the charge of course, with dodge and crane style feats already at level one) just before the moment I see tartuccio is about to finish his casting animation, so that MC will be charging and almost reaching the enemy the second demoralize and Daze lands while hitting the assassin’s flat foot ac no matter its initiative roll (due to initializing charge before combat even began), while getting a freaking bonus attack roll 0,5 seconds after my first charge, which I can use to its fullest potential by backing up and recharging to maximize my chance of hitting the now dazed and flanked assassin, while turning on crane style and fighting defensively on my second attack before the archers get their first round started and micro manage to get into melee range with the archers for the AOO against them and their lower AB against targets engaged in melee and so and so forth (just to give you an example).
Or another tac involving Tartu getting close for a couple of burning hand spells while tanking with companion and main char or whatever tac, they all work...
And you know what I enjoy that sort of stuff, I feel like I have to make sound decisions every microsecond of various fights on unfair, actually using my brain a bit, and micromanage everything down to perfectionist detail to overcome unfair challenges. That is just great, I like it.
I don't mind that I have to cheese dip one level into Scaled Fist for 3 or 4 CHAR based dodge AC boost at freaking level 1 (along with the bonus feats) to stand a better chance on unfair.
I know how to multi class Val into a bard along with other dip class levels to make her more viable on unfair, or how to hire a Sylvan Sorc at level 1, or how to exploit exp sharing from skill checks and only active party members, switching that stuff on and off to max exp farming early game.
As far as I know, I know all the tricks, the builds, the mechanics and I have the will to pause every micro second and micromanage things to a borderline ocd control freak levels for utterly flawless execution and have a good enough chess mind to know optimal tactical decisions, who to target first, which enemy is high or low priority target, to check enemies with inspect function first, target low saves, check for immunities or low ac or whatever and the whole nine yards.
I also know if the invisibility 'exploit', where you cast it on a 'tank' with decently high ac (without triggering ac boost from fighting defensively), where you just simply stand invis with the tank without ever making an attack of any kind (which would dispel the invis) and then you basically get a poor man's super early game (but also long lasting) full concealment with full 50% miss chance, where enemies right beside the invis char actually cluster around it and can partially see it, while swinging at it, while suffering the 50% miss chance.
I know about the tricks, early, mid late game, also the cheap potions at Bokken, namely enlarge person potions to make Amiri a decent cycle charger, who won't trigger retaliation AOO (when constantly running in and out of melee in order to only attack with the charge bonus to AB every time), due to the improved melee reach range from enlarged person and how to dip a point into Vivi with her to get op 4 str boost and sneak attack to make her shred a lot in melee early game, yea yea OR go sacred huntsmaster and animal companion with her instead etc...
Look basically I know all the tricks, the best strats and tactics, also how to max DC chance of landing cc spells with stuff like spell focus, heighten spell, how to use metamagics, and ofc metamagic rods etc etc and STILL as mentioned with perfect micromanagement, perfectionist tactics, builds and cheese there is too much BS instant death, one shotting-game-over-restart-your-noreload-run crap on unfair in the early game.
Yea yea, I know, you push yourself through the swamp until your get level 5, you exploit your animate dead spells, grease and stinking cloud and all the many other exploits and tricks and you steamroll the game on unfair after level 5, fine fine.
But you know what. I still find it intolerable all the shit you must put up with in the earlier levels before you steamroll, on unfair. There are just BS retardo bad design decisions in this game that unfortunately ruin too much fun for me. And it is so sad, so unfortunate, because there is so much good about this game, it has so much potential, or actually on so many levels it IS really good. That's what makes me sad, that on one level I like it and wants to get some nice playthroughs out of it, but it is ruined and I am left with a sour taste instead.
Heck I don't even mind the kingdom management at all like many other people dislike about the game. I think it is a fun addition and don't mind managing it on normal setting for example and still crushing it easy peasy (due to my perfectionist micro management traits), making sure to manage my rest, my travel time and projects and everything very well, keeping track of days, when to return to the capital, how much time to adventurer, which quests to do in which order. Heck it is all good, only a fun aspect of the game to me.
What is not a fun aspect of the game is:
You have optimized everything, taking cheese builds, exploited exp farming, you have all the early game items, consumables, made perfect decisions, and use best tactics, with flawless execution (even on unfair I rarely need to reload against any of the first bandit encounters at Oleg's) AND you make proper meta knowledge game decisions on WHERE TO GO ON THE MAP to avoid hard encounters while maximizing exp gain against as easy encounters as possible since you are on unfair.
So for example I don't tolerate that you have done everything perfectly and you after Oleg's you talk to wandereprophet/seer guy, get free exp, you travel towards sycamore for wildlife exp, disarm trap exp and easy coup de grace instant kill exp against sleeping bandits etc and then you get ambushed by a random encounter at level 2 along the way down there, which happens to be a ferocious monitor lizard (or whatever it is called), which one shot your 28 hp tank chars on HITS, not even crits are necessary and your no reload run is over and you had like perhaps realistically 1 percent chance of winning that encounter even with all your perfection, cheese and optimal builds.
Frankly that is too low of a chance to make it through unfair in the early game, it's BS.
Heck I don't even mind that you can get unlucky and face random encounters early game on unfair that you have no chance against what so ever, zero chance of winning, that is cool, BUT AT LEAST THEN GIVE THE OPTION TO RETREAT OMFG FFS!?!?
I remember early game bg1, you could get ambushed by random enemies, for example a basilisk or something at lower levels, okay, but at least you had the option to run, if you had good auto pause on enemy sighted and was snappy, you could actually run away, retreat, yea miss the exp, but survive and live to fight another day. And this is not an option in PF Kingmaker, woops you got unlucky to face a normal standard random encounter and now you have zero chance to survive and progress in your game. I find that intolerable. Yes I understand unfair is supposed to be well 'unfair', but this is too much, at least there should be some tool, exploit, trick or basic game option to just survive and painfully make your way forward in the game instead of just a 99% risk of dying.
Basically it boils down to:
I. Hate. Being. Forced. To. Save-scum. 300. times. On. Unfair. Despite. Having. Perfect. Builds. Tricks. And. Tactics. INCLUDING. CHEESE.
Yes, when I later complete the game anyhow, I just don't feel good about it, it feels shitty, it puts a sour taste in my mouth, where it doesn't feel enjoyable, even though sure yea I beat the game on unfair, no problem. But it still feels shitty and bad because in the back of my mind I clearly remember that I only pushed through early game due to retardio save scumming to hit lucky dice rolls in a few normal ambushes and scenarios... Yea I men even when I do a normal unfair run without an iron man no reload challenge, IT STILL FEEL SHITTY and gives a sour taste in my mouth when getting through early game on unfair. There is too much retarded imbalanced nonsensical BS to the point where unfortunately it kills the game for me, even though I am trying hard to get fun out of this game, the imbalances are too huge, BS early game and boringly too easy mid and late game on unfair when you know what you are doing.
All this is unfortunate, because this game has so much good going for it, so many good elements, so much great nerdy class building and strats to have fun with. It is frustrating.
And no, for me the answer is not, "yo bro, just lower the difficulty", as I said it becomes too easy on hard. It's the BS details, the inevitable save scumming if you are a bit unlucky no matter how knowledgeable and good you are that kills it for me. When a game puts you in a situation where there is literally no other option than save scumming no matter how optimal your cheese decisions and builds are, then it is pure BS, utter retarded bad game design choices.
Sure maybe it is me who has a problem, maybe I should learn to enjoy games from another premise and perspective? Stop having such high demands and standards when it comes to games? Stop being a perfectionist? I don't know, it could be argued either way, but there is my verdict and maybe it is a non sensical rant, but by all means feel free to turn this into something constructive by teaching me the secret tricks, tactics and cheese (that I don't already know about?) to make early game unfair runs tolerable and decent without relying on blind luck (sometimes, I mean I have had runs where unfair early game was almost tolerable, with a bit of luck).
So if you can teach me how to have fun with this game despite the imbalances and BS that exist (for example by explaining how you can get through all of act 1 on unfair with perhaps a 25 chance to not needing any reloads), then I would be very thankful, but I don't expect much. Otherwise thanks for reading and listening to my childish rant. Peace
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2023.05.21 13:49 JCDgame KINGMAKER: UNFAIR Inquisitor

KINGMAKER: UNFAIR Inquisitor
Finally, I have been Forged in Blood. My Unfair Inquisitor playthrough finally came to an end, defeating the Lantern King and sending him packing with his tail between his legs. What an incredible ride. 128 hours in total.
I played a run several years ago with a Thundercaller Bard that sadly bugged out and could not be saved. I made it to right after Armag in that run. Since then I haven't touched the game. I have dropped almost 1000 hours in WOTR, so I figured I would go back and give this another go.
To me, this game stands proudly near the top in class of CRPGs I have ever played. Right up in the upper layer with WOTR and POE and Wasteland 3. Sure it is not perfect, but hey, it is an incredible experience. The game runs well and I experienced no problems or issues that couldn't be resolved with a restart. The performance slowed down at times to a crawl (Tenebrous Depths especially) but for the most part it was fantastic.
I loved the Kingdom Management, so much better than the crusade in WOTR. Feels more meaningful. Companions were excellent, story was less end of the world epic doom compared to WOTR, and the exploration of going to different maps and just looking around was top notch. I wouldn't say it is a better game than WOTR, but it does have a unique vibe to it that I loved.
For those of you who like builds and analyzing them, here is Ratix, Inquisitor of Erastil. Probably not fully optimized and I could have squeezed more out of him, but from Chapter 2 onwards, he was a wrecking ball of PAIN. Bane Weapon is a great ability. Inquisitors get so much and give up so little. Great spells, buffs, damage, utility. The game is the hardest in chapter 1 on Unfair, and then it gets easier, to the point where I could just buff up charge and then not touch my mouse or keyboard they would take care of everything (a couple fights notwithstanding). No cheese strategies needed for this monster. Buff up and smack 'em with a big stick.
https://preview.redd.it/vb9m7txf861b1.jpg?width=2560&format=pjpg&auto=webp&s=95298e34aba3822e90f15b2f445c2024db09bce7
https://preview.redd.it/dxxcvp4ma61b1.jpg?width=2560&format=pjpg&auto=webp&s=77465f0a60f62fc04374541885f0c2ec48b3660a
Human, Lawful Good Inquisitor Sacred Huntsmaster Diety: Erastil Alignment: Lawful Good Domain: Community
STR - 17 DEX - 12 CON - 12 INT - 8 WIS - 16 CHA - 10
LEVEL by LEVEL 1: Power Attack, Cleave 2: 3: Weapon Proficiency Fauchard, shake it off 4: +STR 5: Cleaving Finish, FE Humans 6: Outflank 7: Weapon Focus Fauchard 8: +STR, Guarded Hearth 9: Blind Fight, Back to Back 10: FE Fey x2 11: Improved Critical Fauchard 12: +STR, precise strike 13: Dazzling Display 14: 15: shatter defenses, coordinated maneuvers, FE Magical Beast, FE Fey 16: +STR 17: Improved Blind Fight 18: Coordinated Defense 19: Improved Initiative 20: + STR, FE Outsiders, FE Fey
https://preview.redd.it/elo058nu861b1.jpg?width=2560&format=pjpg&auto=webp&s=f0cb02251537ccdd296b14a75a194447b2e1829b
Key Spells: Divine Favor, True Strike, Stunning Barrier, Effortless Armor, Magical Vestment, Crusaders Edge, Death Ward, Greater Invis, Righteous Might, Divine Power, Heroism, Delay Poison Communal, Remove Fear, True Seeing, Blade Barrier, Resounding Blow (this stacks with Inquisitors Bane and is amazing),
COMPANIONS (happy to share builds if you ask) This is the main team I rolled with for most of the game. I took along others when the story called for it. Linzi came to Pitax, Amiri came to Armag, I got a Paladin Merc to help me take down the Spawn of Rovagug (Fun Fact: MOJ makes that fight easy), but this was my main crew.
Ernie: My Leopard beast. A little dragon this guy was. AC over 70 endgame, pounce, multiple attacks. Not as powerful as Okbo, but a better tank.
Ernie, 76 AC
Ekundayo: Ranger 20. An absolute beast. WOTR companions were good, but there were no ridiculously overpowered and broken companions in the game. I blame Ekundayo for that.
Okbo: One of my two main tanks. Incredible AC and many attacks a round with respectable damage.
Nok Nok: Knife Master 10 Slayer 10. Once you learn how to use him, carefully positioning him after your main tanks engage, he flanks from the side, the damage is just ridiculous. My little buddy. In the end, it was him who landed the finishing blow on the Lantern King. What a HERO.
Octavia: Arcane Trickster 10, Wizard 9, Rogue 1. Ray blaster, specializing in Disintegration at first, but eventually Chain Lightning was her bread and butter. I prefer AOE damage to single target, especially with late game large mobs. Arcane buffs are great. Metamagic everything up and down. In the end she had an endless amount of Chain Lighting casts per rest.
Tristian: Cleric 20. The fire lord of death. Give him the grandmaster rod, and watch the screen be deleted under his Fire Storms. That and Leviathans Robe and some other rods ad he Maximized all day long. Even his Flame Strikes do over 100 damage a head. Plus Mass Heals? Touch of Good? Unholy Aura?
Jubilost: Alchemists are the best buffers in the game. Transformation, Haste, Shield, Barkskin, Echolocation, Thorn Body. Oh yeah, he throws bombs too, and his Intelligence score is over 35 end game. Holy Bombs, Force Bombs, Acid, Fire, Blinding. The guy has everything. Sure if someone looks at him funny he is dead, but that is what raise dead scrolls are for.
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2023.04.19 13:14 lazy_human5040 Optimizing chaotic party (lvl7)

For my second kingmaker game I chose to play as a careless, greedy and charismatic CN , who'd much prefer to have chaotic party members. I also use the call of the wild mod and all DLCs, and mostly play on normal or challenging with death's door enabled. Only - most fights are extremely hard and often half the party goes down. In random encounters, where I can't pre-buff, I often have to adjust the difficulty to easy or even Story to survive at all. What can I do - retraining, tactics, consumables and items- to improve survivability and efficiency (I don't want to have to use every buff spell available for every fight) of the party?
The party: - the Baroness: Feyspeaker+Blight Druid3/Serpentine Bloodline Sorcerer4/Mystic Theurge 1, Cha24. Good trickery, perception and persuasion, tries to do single-target debuffs and area control, default attacks with longspear and long arms from 15ft/4.5m away. Pretty useless due to having only having Lvl 1&2 spells.
-Linzi (Bard 7-Weapon Finesse, Masterpiece, Precise Shot, Lingering Performance) and Amiri(Barbarian-Invulnerable Rager 7-Power Attack, Weapon Focus, Extra Rage Power *2) are great, bardic performance and rage are so effective. But Linzi's Inspire Courage effectively only helps Harrim & Amiri.
-Octavia (Wizard Arcane Exploiter 7), Jubilost (Alchemist-Preservationist 7), and even Regongar(Eldritch Scion 7) have great spell/bomb options, but are extremely squishy and their default attacks-Acid Splash/Crossbow-are pitiful. They have to dish out their highest spells regularly to make up for the lack of effective melee people, and especially Regongar often used all his spells (selfbuffs & spellstrikes) in one encounter.
-Harrim (sacred fist warpriest 7- iron mind, jabbing style, power attack, weapon focus (fist)): quite good in melee, but often takes 2 rounds to reach the action due to slow speed. Not sufficient as healer & buffer, I need to rely on potions and scrolls for that.
-Kalikke/Kanerah Kinetist7 - just joined yesterday, I'm terribly confused with the handling of the burn mechanic and probably can't use them effectively yet.
I also have some problems to properly equip them all, with 3 people without any armor proficiency I don't find enough bracers of armor and good AC items and the great robes are some levels away. I also often drain my metamagic rods in the first combat rounds.
So thanks anyone who read until here, what are my options to improve survivability and not having to rest after every encounter?
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2022.12.28 20:49 Lilmachinima1 Albums expected to drop in 2023

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2022.06.29 02:48 RoundOk6995 Arcane Archer: A Sylvan Sorcerer Build

Arcane Archer: A Sylvan Sorcerer Build
Alrighty guys, been playing around with the build and spent some time optimizing it, and overall, I am happy with the results. I realize a few people may be using the build as I originally presented it, so I saved the feat and spell progression for the original build down in the comments.
For those reading this build for the first time, yes, there are numerous different ways to optimize and use an archer build with an arcane feel. My main objective here is to stay within the framework of a Sylvan Sorcerer, and have a somewhat Arcane-ish Archer feel.
If you aren't into a single class build that utilizes summons, some control, some Shatter Defenses abuse and the Transformation spell with a bad arse bow to top things off...then you may want to look elsewhere...
Original image credited to here: https://nami-i.artstation.com/projects/VZzvg
As is, for the retooling of my build, I sat down and considered how I could better utilize some of what the Sylvan Sorcerer brings to the table. Namely, the summons they gain, and of course, their Animal Companion. So the way this now plays, you will buff up, do your summons, handle some crowd control, then hit your Transformation spell and snipe away. Going based off of recommendations, we have quite a few changes in feats and in stats. The overall end product is a pretty survivable build that has plenty of meat shields flooding the field of battle, and it abuses Shatter Defenses as much as possible.
So let's get into it...
RACE:
I went with Elf. The free proficiency with the longbow and +2 to Dex are nice, and everything else they get is just icing on the cake. Now don't get me wrong, there are other races that most guides will tell you make for a better sorcerer...Gnomes, Aasimar and Tieflings have innate Cha bonuses. We also have Humans, Half-Orcs and Half-Elves who can choose their +2 stat modifier. The main issue we run into is that excluding Humans, who have a free bonus feat, you will have to dip into feats to use a longbow, or take a level in another class to gain access to it.
Regardless of what you choose, I am running the rest of this as per my current character. So Elf it is...
CLASS:
I went with the Sylvan Sorcerer. It gives you some good bonus spells for crowd control and summoning (as well as Greater Invisibility aka Fleeting Glance), and the animal companion is an awesome source of DPS...plus it also helps to keep the bad guys off of you and makes for a great frontline tank.
I went with Smilodon for my animal companion, as it is one of the better choices for pure damage, and it just looks cool. If I were to choose something else, maybe a wolf. They have a decent attack progression and trip, which is always useful. There are other worthy choices to be sure, so look them over, and pick what you think works best. If you mess up, you can always visit Anoriel for a respec...
STATS:
Str 14
Dex 17 (one stat increase to bring up to 18)
Con 8
Int 12
Cha 17 (rest of the stat increases go here)
Wis 10
I opted to up the Str and Dex, went with a lower initial Cha, and of course lowered Int and kept Con at 8. Seems to be a nice little balance between the stats, and with gear and buffs, it works out well. This setup nets me a nice attack bonus, damage bonus and defense numbers.
Feats:
Level 1: Spell Focus (Conjuration), Metamagic: Extend Spell
Level 3: Weapon Focus Longbow
Level 5: Augment Summoning
Level 7: Dazzling Display, Point Blank Shot (Sorcerer Bonus feat)
Level 9: Superior Summoning
Level 11: Rapid Shot
Level 13: Shatter Defenses, Precise Shot (Sorcerer Bonus Feat)
Level 15: Deadly Aim
Level 17: Arcane Strike
Level 19: Manyshot, Metamagic: Quicken Spell (Sorcerer Bonus Feat)
Alrighty...the feat landscape has certainly changed from the original build. Spell Focus (Conjuration) is needed for your summoning line of feats. Augment Summoning adds a nice +4 to Str and Con for your summoned creatures. Superior Summoning adds an additional summoned creature to your spells that summon multiple creatures...the more meat shields on the field, the better.
Your metamagic feat choices are Extend Spell...because the longer your summons and buffs last, the better off you will be. And you also have Quicken Spell, to allow you to quickly get out your summons and control type spells.
The bow feats are pretty self explanatory, although, a quick note on Deadly Aim. This one will give you a bonus to your damage at the cost of some of your attack bonus. If you find yourself in need of a slight bump in your attack bonus, turn off Deadly Aim, though it will cost you some damage.
Arcane Strike...the game itself will list this as a poor choice for Sorcerers. That said, you end up with a +5 bonus to damage at level 20, which stacks with your other damage bonuses. Worth it in my opinion, especially considering your primary source of damage after your summons is your bow.
Finally, Dazzling Display is a prerequisite for Shatter Defenses. Pretty useful for a demoralizing effect on your foes, but honestly, what we really care about here is Shatter Defenses. Any foe that is shaken, frightened or panicked, and you manage to hit them, they are treated as flat-footed to your attacks until their next turn. This is pretty darn important, as your foes will lose their dexterity bonus to their AC. Considering for one foe in particular it can take them down from an AC of 51 to a flat-footed defense of 38...that's pretty huge. You will probably want to run with a bard using Dirge of Doom or a cleric using Archon's Aura...or maybe both....but build your party around this, and use and abuse it for all it is worth.
SKILLS:
Playing through the game, Knowledge (Arcana), Persuasion, Lore (Nature) and Perception have been the most absolutely useful skills. Perception is not a class skill, and if you have a party member with a high perception, you can probably skip putting points there. For me, the order of importance class skill wise goes:
  1. Persuasion
  2. Lore (Nature)
  3. Knowledge (Arcana)
  4. Use Magic Device
Depending on your playstyle, Persuasion may not be your thing. That said, with Cha being a focus stat for Sorcerers...then it only makes sense to capitalize on this skill. If you are someone who wants to put points into Perception, I generally prioritize that equal to or just below Knowledge (Arcana).
SPELLS:
Alright, this is where some important choices have to be made. Next to each buff spell, I added a little note...
"Self Buff" is a buff for the main character alone.
"Separate Cast" is a spell that works for both the main character and the animal companion, but it has to be cast on each individually.
"Self for Both" is a spell that can be cast on the main character, but your animal companion gains the benefit of it, without needing a separate casting.
"Bonus Spell" is a bonus spell gained for being a Sylvan Sorcerer.
"Buff Pet" is a buff for your animal companion alone.
And finally, spells with an asterisk (*) beside them, you can respec out of later when you gain the "greater" version of the spell. I put my spell choice in parenthesis next to these spells, and while helpful on the control front, if you want more damage spells or summon spells, then get what you will.
So let's look at what I did...
Lvl 1: Hurricane Bow (Self Buff), Mage Armor (Separate Cast), Shield (Self Buff), Stunning Barrier (Self Buff), Expeditious Retreat (Self Buff), Entangle (Bonus Spell)
Lvl 2: Sense Vitals (Self Buff), Cat's Grace (Separate Cast), Bull's Strength (Separate Cast), Bear's Endurance/Eagle's Splendor (Separate Cast), Mirror Image (Self Buff), Hideous Laughter (Bonus Spell)
Lvl 3: Haste (Self for Both), Heroism* (Separate Cast; respec to Spiked Pit), Displacement (Separate Cast), Slow, Deep Slumber (Bonus Spell)
Lvl 4: Stoneskin (Separate Cast), Greater Invisibility (Separate Cast), Dimension Door, Obsidian Flow (or control spell of choice), Poison (Bonus Spell)
Lvl 5: Angelic Aspect* (Self Buff; respec to Hungry Pit), Animal Growth (Buff Pet), Echolocation (Self Buff), Vampiric Shadow Shield, Vinetrap (Bonus Spell)
Lvl 6: Transformation (Self Buff), Greater Heroism (Separate Cast), True Seeing, Greater Dispel Magic (Bonus Spell)
Lvl 7: Legendary Proportions (Buff Pet), Firebrand (Self for Both), Summon Monster VII, Changestaff (Bonus Spell)
Lvl 8: Greater Angelic Aspect (Self for Both), Protection from Spells (Separate Cast), Summon Monster VIII, Summon Nature's Ally VIII (Bonus Spell)
Lvl 9: Heroic Invocation (Self for Both), Foresight (Separate Cast), Summon Monster IX, Summon Nature's Ally IX (Bonus Spell)
Mileage may vary on some of these spells depending on your equipment and buffs that your companions can cast. A few quick notes...
Early levels, you are probably going to want use some of the Summon Monster spells in place of some of the control type spells or buffs. Unfortunately, it will be a bit of judgement call on your part, as I am not getting into a complete level by level detail with this here.
Bear's Endurance or Eagle's Splendor? I started with Eagle's Splendor, and once I got equipment that made that spell negligible, I did a respec to Bear's Endurance to further buff my animal companion. On that note, Cat's Grace and Bull's Strength won't be needed for the main character depending on your equipment at later levels, but can still be useful for your animal companion.
Heroic Invocation and Greater Heroism have some bonuses that are redundant. That said, the Hit Point bonuses do stack, and each offers a bonus the other does not. So, still worth it to use both.
You can use Animal Growth and Legendary Proportions, and gain a benefit from each spell, though the attribute bonuses do not stack, since they are the same type of bonus. You'll basically get the higher of the two bonuses if you use both. As well, your level 2 buffs do stack with these spells. Also, I don't use Legendary Proportions on my main character, as they seem to take a hit on some stats with it. If I were playing a melee character, I could see it being worth it though.
Why take Greater Invisibility when you have Fleeting Glance? Well, Fleeting Glance while it acts as Greater Invisibility, lasts around 20 rounds, and those 20 rounds can be broken up and used in smaller bits...but it's just 20 rounds a day. As well, you can't cast Fleeting Glance on your Animal Companion. Main reason we are worried about this, is that using Greater Invisibility, causes your opponents to be caught flat footed, which will make it easier to hit them, and allow you to gain the precision based damage from Sense Vitals.
So why are we using Greater Invisibility when we have Shatter Defenses and we have built our party around that feat? Some foes have True Sight, and can see through the invisibility. What we are trying to do is to maximize our chances of making an opponent flat-footed. Makes it easier to hit them, and with Sense Vitals, they'll take extra damage.
GEAR:
Obviously, this is top end gear, but it makes it worth it to gather this stuff.
Sharp Eye - This is a head slot item. Gives a +2 bonus to ranged attack rolls...stacks with your buffs.
Cloak of Resistance +6 - There are plenty of good cloaks, and this one could be debatable. I like the +6 to my saves, so it's what I went with.
Dark Master's Robe - This grants a +8 enhancement bonus to Cha and Int!!! Phew, well worth looking for and using. Utilizing this in your armor slot free's up the head gear slot for Sharp Eye. No need to use a Headband of Alluring Charisma there!!!
Great Dreamer's Smile - This grants you a +2 luck bonus on attack and damage rolls...yes please...
Ring of Protection +5 - Pretty self explanatory.
Belt of Physical Perfection +8 - This gives you a +8 enhancement bonus to your Dexterity, Strength, and Constitution. All very important stats to buff for this build.
Gloves of Precise Shot - +5 attack bonus with a bow...probably worth using.
Bracer's of the Ruby Phoenix Champion - You get a competence bonus of +2 to attack and +1 to damage with all bows. To top it off, if you are using a longbow, you get an additional +1 to attack and damage.
Elemental Punisher - We really get so very little time with this beautiful bow, but it is worth it for the time you have it. This is a +5 speed longbow, that gives you +1d6 fire damage, +1d6 acid damage, and +1d6 sonic damage. Also, on a successful hit, you have the chance to blind your foe for 1d3 rounds (DC 24).
Quivers...you have a lot of choices here, and these can add a variety of effects and extra damage and damage types. Get ahold of what you can, and use them as the situation calls for it.
Metamagic rods...pretty much the same as the quivers. Get what you can and use as needed.
For the neck slot...currently I am using an Amulet of Natural Armor +5. What a lot of people tend to use though for bow builds abusing Shatter Defenses is the Necklace of Double Crosses. I have not tested it myself, but word is, there is a bug that allows you to gain the +2d6 sneak attack damage with bows. If that is the case, it may be worth checking out.
Now, I haven't dug through all the gear in the game, but I am open to suggestions on what to get to better optimize this build.
The Party:
I played around quite a bit with my party setup and buffs. Doing that allowed me to get some pretty insane numbers on this build...
Harrim - Pure cleric build on him. A lot of people complain about a pure cleric build here, but his buffs are worth it, and with your summons, there will be plenty of meat shields to soak up damage. Gear him for defense, keep him fighting defensively, and use him as your buff/heal bot. And with Archon's Aura...he helps out with your Shatter Defenses fun.
Linzi - Pure bard build for her. Inspire Courage for her is awesome in combat, and if you need it, she has things like Frightening Tune and Dirge of Doom for your Shatter Defenses fun. Give her a crossbow, keep her at range.
Jubilost - Pure alchemist build for him. The buffs he offers are well worth it, and he can cast Transformation as a buff on others...which is pure gold for your Animal Companion and frontliners. Beyond that, he'll be hanging out in the back, shooting a crossbow and throwing bombs.
As for the rest...you got 2 more spots open, so that is up to you. If you feel the summons aren't pulling their weight, use frontliners like Valerie, Amiri, etc. You need more AoE damage? Drop in a magic user of some sort. You want someone that can cast Greater Magic Fang on your Animal Companion and still be useful? Druid or Ranger...many ways you can go with this.
PLAYSTYLE:
Okay, first off, cast your buffs. Save the "Transformation" buff for last, as after you cast that, it will last 1 round per level (more if you "extend spell" it), and you will not be able to cast spells while under it's effect. Another note about buffing, you have spells that range from 1 rd/lvl, 1 min/lvl, 10 min/lvl, and 1 hlvl...depending on your level and the Extend Spell Feat, some of these buffs can last for quite a long time. There is no shame in pre-buffing with the longer lasting buffs, and then saving the shorter lasting buffs for right before combat.
Also...you have that nifty little Changestaff spell to create your own Treant...that lasts an hour per level...may as well cast that with your pre-buffs...
One more note, you also have an ability called Cloak of Dreams (works the same as the spell). Ideally, if all goes well, your meat shields will keep you sitting nice and safe, but if things start getting through to you and your myriad of defenses isn't doing the job, consider popping this ability.
Anyhow, with buffing done and out of the way, start dropping your summons, and then knock out some crowd control if needed. After that, hit Transformation and get to sniping. As stated earlier, you are going to want to have a bard using Dirge of Doom or your cleric using Archon's Aura or both. A constant source of a fear effect of some sort is definitely recommended to make the most of Shatter Defenses. It also wouldn't hurt to work Shatter Defenses into the builds of some of your party members.
The Numbers:
Now, I am going to layout the attack and defense numbers we are getting on this build. First up, my main character with gear and zero buffs:
https://preview.redd.it/h2yfud1ytfa91.jpg?width=3840&format=pjpg&auto=webp&s=b54d57bb69ea4b321384a5cac04b043aa3299978
Now we have my main character with gear, and self buffs:
https://preview.redd.it/aoxmmm14ufa91.jpg?width=3840&format=pjpg&auto=webp&s=5f74e2ff5e29333e9fd97e5b6de2c7b6c9c16afb
This is my main with self buffs and buffs from Linzi, Jubilost and Harrim, no Transformation used:
https://preview.redd.it/7yp4ptnxxfa91.jpg?width=1920&format=pjpg&auto=webp&s=884b2e165eba316deee5d07fd2eedc19276e6054
And this is fully buffed with Transformation active:
Attack bonus with Transformation: 68/68/68/63/58/53
That said, this is only half of the formula. A big part of playing a Sylvan Sorcerer is the animal companion. This isn't a separate character, this is part and parcel of your class. So, the unbuffed Smilodon:
https://preview.redd.it/f3zhs8bhufa91.jpg?width=3840&format=pjpg&auto=webp&s=b84997d9c30ee9874d8087897ae234e46b7f13c4
The Smilodon with the main character's buffs:
https://preview.redd.it/59roc8unufa91.jpg?width=3840&format=pjpg&auto=webp&s=f1c01e36ffb59c04abfe665fe55bdfd90dab335b
And the Smilodon with the main character's buffs and buffs from Linzi, Jubilost and Harrim:
Remember to have Jubilost cast Transformation on your Smilodon...
Now, if you can work a fully realized Druid or Ranger merc into your party, you can also get the Greater Magic Fang buff, gaining a +5 attack and damage, and making the natural weapons act as actual +5 magic weapons for purposes of damage reduction. The other consideration, while I have worked this build without mods, if you grab the "Call of the Wild" mod (Google it if interested), then you will have this feature:
Animal companions can now equip belts, bracers, capes, amulets and armor
Which would allow you to use the Amulet of Mighty Fists with your animal companion...anyhow, back to the numbers. What the screens don't reflect, is some of the additions to damage. Thanks to casting Firebrand, your Smilodon will be enjoying a +1d6 fire damage bonus to their already sizeable damage numbers. And with Jubilost casting Thorn Body, you get +1d6 piercing damage to each attack.
For your main, thanks to your bow, you will be enjoying a bonus of +3d6 fire/acid/sonic damage. Depending on your equipped quiver, there are multiple damage bonuses and damage types you can gain (generally between 1d6 and 2d6 damage with an effect of some sort added). Be sure to use them, and remember that you can only have one quiver activated at a time. And if you are utilizing Greater Invisibility and the Shatter Defenses shenanigans, plus you remembered to cast Sense Vitals, then you can also stack on a +5d6 sneak attack damage bonus to attacks made on flat-footed opponents. Additionally, if the Necklace of Double Crosses works as advertised for bow users, which again, I have not tested myself, then you might be able to stack an additional +2d6 sneak attack damage.
The other thing I have not checked, and I need to dig through the combat logs later and see, but I am not sure if Firebrand adds the +1d6 fire damage to bows. I will update as soon as I get a minute to check.
Also, don't forget to cast Hurricane Bow and activate Arcane Strike, or you will be leaving a good amount of damage out of the equation. Also remember to cast Transformation after you finish up your buffs, summons, and any crowd control you want to do, as this will net you up to 6 attacks per round.
Finally looking at these numbers, let's look at your attack bonus. Obviously, the unbuffed attack bonus is not going to cut it for tougher enemies and higher game difficulties. With that in mind, I will come back and update these numbers when I optimize the party and buff setup a bit more. Anyhow, looking at the Castle of Knives and House of the Edge of Time foes and stats...it is more than doable with the build and buffs exactly as presented.
I don't want to spoil the game with specifics for those that have not gotten to these areas yet, but there are a lot ACs for foes ranging from 24 to 50 or so, some a little lower and some a little higher, but not by much. Then when they go flat-footed, these numbers are dropping to the 17 to 38 or so range when denied their Dex bonuses. With six attacks at 68/68/68/63/58/53, you should be hitting with pretty much every attack, and dealing some very respectable damage. You can also eek some more attack bonus by disabling Deadly Aim at the cost of some damage.
Your Smilodon...two bite attacks at +46 each, and a claw attack at +47...pretty sure your little pet will be in the game, dealing some very respectable damage itself. Some of these foes will even be within range of your summons to hit and do some damage, and some of these foes...your summons will be distractions and meat shields.
Let's also bear in mind that depending on your party setup, what with their range of buffs, debuffs, and variety of abilities, well, then results will vary on all of this.
Closing Thoughts:
For a build that is unmodded, and sticking with the single class option, I think it works pretty darn well. Granted, we could dip into other classes, multi-class and more to further optimize, but not everyone wants to do that, and the exercise here was to work within the confines of a single class.
As always, I am open to constructive criticisms and ideas to enhance this build within the confines of a Sylvan Sorcerer using a bow.
Thanks for reading, and have fun with it!!!
submitted by RoundOk6995 to kingmakerbuilds [link] [comments]


2022.06.11 18:28 jfountainArt Builds with unexpected power or interactions

So I was looking at my party in Kingmaker today and realizing that a lot of things aren't built to what people would consider meta, but do shockingly well!
My main character is an Aasimar Monk / Sorcerer that I copied over from a 5E campaign whose build was entirely roleplay. It was an MtG campaign and he was an angel from Bant that lost his celestial power connections and wings during the Conflux so became Aasimar-like and was totally lost and in his wacky attempts to get home kept popping up in other planes. In the campaign he had a spear as his favorite weapon (Kung-Fu spear build) and ended up rescuing a dragon baby that our party had a contract hit on from a Djinn... by betraying the party. To do this he multiclassed into Sorcerer for their spell absorption ability that empowers their next melee hit with the power of the spell (something that isn't in Pathfinder unfortunately) to protect himself from the finger of death spell of a Vampire Warlock in the party. Since he was an Aasimar and got a boost to Charisma the multiclass went pretty well. The dragon baby ended up revealing some dragon secrets to him before he got sucked into another portal and getting lost again.
So in Kingmaker I made him a Scaled Fist monk and Sorcerer with Celestial background (I wasn't going to level enough to make use of Empyreal and using his StCha as main stats just made way more sense over the Dex/Wis you go for regular monks), got the Simple Weapons proficiency for free by multiclassing into Sorcerer which gave me spear proficiencies, levelled up the spear feats you can get and then went by the book Scale monk but making sure to grab the Attack of Opportunity feats, the Dual Wield feats for when I needed to punch something, Abundant Step for the main Ki Power, then Sweeping Leg and Shattering Punch for the special attacks. For the Sorcerer aspect I just grabbed all the Difficult Terrain spells and the Stun shield. Eventually I got the weapon Dragonslayer pretty early in the campaign and then got Mourning and Dark Forest and eventually Singing Edge for spears. All of these weapons absolutely rock!
For stats I just kept increasing resists since I noticed that my Aasimar and Celestial Sorcerer resists stacked. I now have like +30-+50 resists for everything and can walk through traps/dungeons/multiple spellcasters without a problem at all.
How my fights went for a large part of the game though was main weapon bare fist and offhanding Mourning. I would start off the fights after buffing by casting the difficult terrain spells where my monk was going to go then Abundant Stepping onto the casters and archers. The stun shield would immediately stun any retaliation and I could keep really dangerous stuff stunlocked with Stunning Fist or tripping them with Sweeping Leg. I'm not sure why... but Mourning procs A LOT especially when I flurry, often getting off multiple Finger of Death spells in the same round (and almost always several Waves of Fatigue). I think the biggest hit I had was 120 off a Shattering Punch crit then 3 hits of Finger of Death for 160 off of Mourning in the same round.
When there's way too many enemies I would use Dark Forest as that would create Will'O'Wisps to fight for me and I'd usually end a fight with 5 or more and my character never took damage from their lightning spells hitting everywhere, but they did once kill Tristian lol :/. But now I'm noticing I can just take Linzi in my party.
I now know that most of the people posting here hate her lol! But I levelled her straight bard with all the normal bard stuff, but then I equipped her with Whimsy (procs Hideous Laughter), Jester's Vest (DC of Hideous Laughter increases by 2), and use the Fascinate song and now I never have to use any of her other stuff. AT ALL! She can keep around 15 enemies locked down between Fascinate and Hideous Laughter procs, allowing my main character to float around the battlefield slaying them all at his leisure. And by chance one does break through they have difficult terrain to go through or my Valerie or Tristian blocking them.
For Tristian I kept levelling Cleric and found out you can stack the different form stuff for fighting. I gave him the Duelist Sword focus feat since he had decent DEX and they are Finesse Weapons and now that I don't really need him to heal and his nukes have gotten very meh late-game what I do is cast the debuff auras, then the Angelic and Huge elemental forms on him which both stack and make him a celestial terror on the battlefield (seriously it looks like a huge winged fireball and I love it)! Even if he can't hit the higher AC enemies it enables him to just tank and debuff everything around him.
For Valerie I had her go the usual Tower Shield Specialist Fighter with Stalwart Defender build, but I gave her the Trident called Horror's Teeth which procs fear. Usually after I start an engagement with Difficult Terrain spells I sit her next to my backline, plunking her down with the Defensive Stance and anything that initially tries to make it to my backline with spells or abilities gets feared off or tanked forever.
For Octavia I did the usual Arcane Trickster build but I also doubled down on Transmutation and all of the Metamagic effects and rods I use on two abilities: Baleful Polymorph and Disintegrate. After buffing her with all the spell empower effects I can get I was able to Baleful Polymorph almost every boss into a dog after getting the spell then hit them with Disintegrate for tons of damage. The only boss to give me any grief after being Polymorphed so far was the Black Dragon because they still had tons of AC to overcome (pretty much only my Slayer Amiri and Jaethal were able to hit it when they were fully buffed and occasionally my monk with Dragonslayer but not often) and could still use breath weapons and a few aoe debuffs. Every other boss just kinda... died, immediately.
TBH the game has kind of gotten too easy now since his monk AC and all the other stuff going on makes my party pretty much untouchable... But I'm nearing the end fights so we'll see how they endure those! I just thought I'd share since I came on these boards for help with a save file issue initially but then noticed that I haven't been doing any of the usual builds that everyone has been sharing and wondering if anyone else has some crazy stuff they've been doing that works for them?!
submitted by jfountainArt to Pathfinder_Kingmaker [link] [comments]


2022.01.05 01:59 Catshannon Thanks for your help guys now in chapter 2 . who should I use?

Well thanks for your guys help I made it to chapter 2. Got into it a ways then had to restart due to kingdom events(the curse timeline lied ) and some others
So a few reloads.
Anyway I just picked up grumpy ranger , and grumpy nome. doing a bit of exploring and the troll quest(just found the lair)
I am trying to figure my party so I don't get murdered. So far fights are challenging when wandering and exploring. Got murdeized by going to the witch house and the big bridge area and some random encounters when doing the quest to get the twins.
I am a sword saint with 0 strength rest neutral and focusing on Int for defence(and skill points) and of course dex for defence and finess weapons
Spells are utility ones used with the extent rod. Grow person (amri) and self shield whenever I'm in an area or dungeon. Offence I have glitter dust, web and grease. I hope the class ramps up as im not the tankiest or the most damage, kinda eh in both.
My party is Amri I level up as a hunter for the sneak attacks. Enlarged and enraged she hits like a truck if sneak attacking . I usually have her behind tank hitting or rushing past the line to kill off the archers and such. She seems to die easy though.
Tank I Val send her in first to draw aggro in and maybe if lucky hit something. Trying to get her to use dazzling display to scare people .tough but didn't do much damage or hit often.
Mage chick I turn into arcane trickster, mostly just spans acid or lightning cantrip for sneak attacks and some CC spells and buff spells.damage seams lacking.
Cleric is depressed dwarf. Max armor and use him as 2nd line while he buffs and heals after battle . maybe get him outflank to help others hit I dunno.
Last spot was the twins but I don't know how to use that class. Sometimes they hurt but seems like you gotta balance the burn thing.
I replaced twins with ranger and he hits hard and his dog is useful.
But I cant figure out who to replace with nome.
I don't want to replace wizard chick since she is my thief and has some skills in arcana, perception etc. But it makes the most sense.
I could replace Amiri as i already have 2 melee , but she is handy for rushing the enemy back line or flanking since her sneak attack hits like a truck.
Skills is another thing trying to have them all covered.
MC has a few in athletic and mobility. Perception is maxed along with persuade. Points in arcane and world knowledge. (Do athletic check require just 1 person or do each need to pass?)
Amiri maxed athletic, mobile, nature and perception Nature seems required for traveling.
I forget what Val has, only one I push on her is persuade so I can use the scary weapon skill. She dumb and not good at skills. Maybe use magic device?
Wizard chick , is lockpick/trap skill maxed (primary thief) with points in sneak(invisible spell adding 20 is enough I hope) don't really use stealth much tbh. Also points in perception, arcane knowledge and I forget.
Dwarf maxed perception with points in mobile and used magic device
Twins I forget.
Nome I am not sure what skills for him Use magic and perception but not sure what else.
Angry ranger I think max nature (I need someone in my party with it all the time it seems) perception and skills in mobility and athletics(basically replacement for amiri)
Linzi is lockpick and perception maxed. With skills in stealth, use magic device and lore stuff. Backup thief.
Pretty much in thinking I will need either amiri or ramger dude for outdoor and athletic skill checks(do I need to keep nature lore maxed for camping?)
And I will need either wizard chick or lizni to open chests. Maybe have nome learn thief stuff instead?
Dwarf for perception and religion lore.
I have never used undead chick and ork jerk ( I forget what skills they have) or Tristan ( I just leave at base cuz I know I won't use them except as a guest for their quests.
So my thought would be Val and I front line, dwarf as 2nd line and cleric and then I dunno.
submitted by Catshannon to Pathfinder_Kingmaker [link] [comments]


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AMIRI side stripe tailored trousers Size 46: Fits a W28-30. Composed of mostly wool, so pilling is bound to happen. Worn like twice, fit skinny; all tags and labels are on point, quality pair of pants. $60 Shipped.
Fear Of God 5th Collection Double Track Pants Size Small: fits a W28-30. One of the best batches made, fit is skinny like retail, riri zippers, cobrax snaps, all tags and labels pretty much 1:1. Minor signs of wear, but still plenty of life left in these. $60 Shipped.
Rod Stewart X Fear Of God Vintage Tee Size L: Worn a few times, minor stains. 24” PTP 27” TL $35 Shipped
submitted by Ahntivist to FashionRepsBST [link] [comments]


2021.11.23 20:21 Ahntivist [FS][USA] AMIRI Wool Trousers, Fear Of God 5th Track Pants & 4th Vintage Shorts, Vintage Rod Stewart Tee & FAITH CONNEXION Flannel *Price Drops!

USA ONLY, PAYPAL INVOICE ONLY
Shipping immediately after payment; 2-Day Priority & Tracked. Confirm that your address matches your PayPal, as I ship to the address off your PayPal, no exceptions.
Album, Timestamp & Tag: https://imgur.com/a/0B34zjn
AMIRI side stripe tailored trousers Size 46: Fits a W28-30. Composed of mostly wool, so pilling is bound to happen. Worn like twice, fit skinny; all tags and labels are on point, quality pair of pants. $60 + $8 for shipping.
Fear Of God 5th Collection Double Track Pants Size Small: fits a W28-30. One of the best batches made, fit is skinny like retail, riri zippers, cobrax snaps, all tags and labels pretty much 1:1. Minor signs of wear, but still plenty of life left in these. $60 + $8 Shipping.
Fear of God Rod Stewart Tee Size : Worn a few times, still in great condition. Double stitched, but a rare graphic for vintage. $30 + $8 24” PTP 27” TL
Fear of God 4th Collection Drop Crotch Shorts Vintage Black Size Small. Fits a 28-30. Vintage, washed black fabric; no major flaws, from SYTM, RiRi zips, tags look good. Suede drawstrings have been replaced with cotton ones. However, will also included their signature suede drawstrings if you wish to add those too for that classic fear of god look. $25 + $8 Shipping.
FC Navy/Red Bleached Flannel Size XS: Fits a Men's XSmall-Medium. Quality piece, fits elongated. Tags on point. $20 + $8 Shipping.
submitted by Ahntivist to FashionRepsBST [link] [comments]


2021.11.22 22:52 Ahntivist [FS][USA] AMIRI Wool Trousers, Fear of God 5th Track Pants, 4th Vintage Shorts, Vintage Rod Stewart Tee & FAITH CONNEXION Flannel

USA ONLY, PAYPAL INVOICE ONLY
Shipping immediately after payment; 2-Day Priority & Tracked. Confirm that your address matches your PayPal, as I ship to the address off your PayPal, no exceptions.
Album, Timestamp & Tag: https://imgur.com/a/3G3S9oO
AMIRI side stripe tailored trousers Size 46: Fits a W28-30. Composed of mostly wool, so pilling is bound to happen. Worn like twice, fit skinny; all tags and labels are on point, quality pair of pants. $80 + $8 for shipping.
Fear Of God 5th Collection Double Track Pants Size Small: fits a W28-30. One of the best batches made, fit is skinny like retail, riri zippers, cobrax snaps, all tags and labels pretty much 1:1. Minor signs of wear, but still plenty of life left in these. $80 + $8 Shipping.
Fear of God Rod Stewart Tee Size : Worn a few times, still in great condition. Double stitched, but a rare graphic for vintage. $40 + $8 24” PTP 27” TL
Fear of God 4th Collection Drop Crotch Shorts Vintage Black Size Small. Fits a 28-30. Vintage, washed black fabric; no major flaws, from SYTM, RiRi zips, tags look good. Suede drawstrings have been replaced with cotton ones. However, will also included their signature suede drawstrings if you wish to add those too for that classic fear of god look. $30 + $8 Shipping.
FC Navy/Red Bleached Flannel Size XS: Fits a Men's XSmall-Medium. Quality piece, fits elongated. Tags on point. $30 + $8 Shipping.
submitted by Ahntivist to QualityRepsBST [link] [comments]


2021.11.22 20:06 Ahntivist [FS][USA] Amiri Wool Trousers, Fear Of God 5th Track Pants & 4th Vintage Shorts, Vintage Rod Stewart Tee & FAITH CONNEXION Flannel

USA ONLY, PAYPAL INVOICE ONLY
Shipping immediately after payment; 2-Day Priority & Tracked. Confirm that your address matches your PayPal, as I ship to the address off your PayPal, no exceptions.
Album, Timestamp & Tag: https://imgur.com/a/3G3S9oO
AMIRI side stripe tailored trousers Size 46: Fits a W28-30. Composed of mostly wool, so pilling is bound to happen. Worn like twice, fit skinny; all tags and labels are on point, quality pair of pants. $80 + $8 for shipping.
Fear Of God 5th Collection Double Track Pants Size Small: fits a W28-30. One of the best batches made, fit is skinny like retail, riri zippers, cobrax snaps, all tags and labels pretty much 1:1. Minor signs of wear, but still plenty of life left in these. $80 + $8 Shipping.
Fear of God Rod Stewart Tee Size : Worn a few times, still in great condition. Double stitched, but a rare graphic for vintage. $40 + $8 24” PTP 27” TL
Fear of God 4th Collection Drop Crotch Shorts Vintage Black Size Small. Fits a 28-30. Vintage, washed black fabric; no major flaws, from SYTM, RiRi zips, tags look good. Suede drawstrings have been replaced with cotton ones. However, will also included their signature suede drawstrings if you wish to add those too for that classic fear of god look. $30 + $8 Shipping.
FC Navy/Red Bleached Flannel Size XS: Fits a Men's XSmall-Medium. Quality piece, fits elongated. Tags on point. $30 + $8 Shipping.
submitted by Ahntivist to FashionRepsBST [link] [comments]


2021.08.30 22:50 Alias_HotS PF Kingmaker : exploitable bugs, tricks and tips

I'm finishing Kingmaker for the second time, and this time I won't play it fair. I'm in the House at the End of Time by now, and I use every bit of knowledge I have, even if it's about bugs.
There is a list of tips I'm using now against the wild hunt boys :
Feel free to share your tricks, tips and shameless bug exploits, fellow crusad.. Hm, fellow River Kingdoms explorers !
submitted by Alias_HotS to Pathfinder_Kingmaker [link] [comments]


2021.05.10 03:39 Character_Code4183 Top 25 Rappers I Refuse To Listen To

Yes, Another Amiri Idea Ripped Off By Me, Lol! Some Of These Rappers Are Talented Some Aren't, I Just Refuse To Listen To Them All.
  1. Bhad Bhabie
  2. Rod Wave
  3. Mario Judah
  4. Lil Tecca
  5. NLE Choppa
  6. Kreayshawn
  7. Dave East
  8. Kevin Gates
  9. Future
  10. Gucci Mane
  11. French Montana
  12. Trinidad James
  13. OJ Da Juiceman
  14. 6ix9ine
  15. Kap G
  16. Rick Ross
  17. PnB Rock
  18. PPCOCAINE
  19. Desiigner
  20. A Boogie Wit A Hoodie
  21. Big Sean
  22. Gunna
  23. Iggy Azalea
  24. Kodak Black
  25. Blocboy JB
Name Y'all's 20 Or 10 Rappers You Refuse To Listen To!
submitted by Character_Code4183 to hiphop101 [link] [comments]


2021.04.12 11:26 CarnivalSorts Players Falling Off The Main Tour

Thought it would be useful to compile an ongoing list of players who will be falling off the tour this season. These players have been knocked out of the World Championship and can no longer improve their ranking.

Will update this as we go.
submitted by CarnivalSorts to snooker [link] [comments]


2021.02.18 01:30 GeassedbyLelouch How to save Blakemoor on hard?

This fight is nuts, instant fail within 2-3 seconds, no exaggeration.
Because of the cheap ass trick the game pulls of forcing an auto 8 hour wait before the fight, pre-buffing is impossible. the only spell which lasts long enough is Magical Vestment, that just isn't enough.
Here's what my party does within those 3 seconds: - MC grenadier: RUN AWAY, if I don't run to behind that wooden wall to get out of LoS of the 2 demon archers, it's immediately game over. Every shot hits and they ALWAYS target me first. Even when I run, depending on damage rolls, it's often game over before I even reach that wall. Don't even think about throwing Holy Bombs, only if I run immediately I may a CHANCE of not getting a near instant game over. - Valerie: engages Siroket. Kinda pointlesss since this game lacks a taunt mechanic and Siroket focuses Blakemoor, but what else is she supposed to do? Tried Dazzling Display to lower their AB but that is such a long animation Blakemoor is dead before it even fires. - Harrim: start the fight by casting Heal on Blakemoor. In my 10ish tries, Harrim has LITERALLY not been able to cast that spell once (and I did check every time!) because BLAKEMOOR IS DEAD BEFORE THE HEAL SPELL FINISHES!! My game is even set to auto-pause at the start of the combat so it's not like I wasted time before casting it, he literally can't cast it any sooner. - Amiri: attacks Siroket. She can't enrage because the 8 hour wait fatigues us. Lovely. Not that it matters, Blakemoor is instantly dead anyway. - Linzi: Inspire Heroics (+4 dodge, does that affect non-party friendlies?), a quickened Good Hope (Rod of the Fearless), Cacophonous Call, Mass. The CC has only a tiny chance of success, all of the devils have HUUUGE Will, Fort and Reflex saves, but she's specced into an enchantment CC'er so it's the best she can do. - Octavia: Rift of Ruin. again, their saves are ridiculously high, but it IS the fastest way to remove enemy DPS from the table. Once and while a devil actually gets sucked into the pit. not that it matters, Blakemoor dies anyway.
Online it says that Blakemoor is undefeatable once he transforms into a dragon, whoever wrote that must not have been playing on Hard. SOMETIMES he gets his transformation spell off, but it doesn't buy him a single second of life, the dragon just drops dead.
Almost always he dies before I can get a single spell off on anyone, sometimes Linzi manages to cast once if she rolls well on initiative, but Harrim's Heal has never been cast because Blakemoor just dies too fast.
Stuff like invisibility, blur, displacement doesn't work because all of the devils have True Sight. Of course, they do, smh.
I play on Hard for a hard challenge, not an impossible one. Saving an NPC who dies before most of your party can even finish their first action is total, utter BS.
Advice and help is welcome.
Edit: here are some numbers: Siroket has +41 AB and Blakemoor only has 22 AC, so every single one of her attacks will hit, even her 4th one which still has a +26 AB Her damage is 1d12 + 55 + 2d6, so an average of 68.5 with a minimum of 58. Blakemoor has 111 HP, so he can only take 1 blow, the second one is a GUARANTEED KILL even with all minimum rolls!! She has +8 initiative and her second blow usually comes around 2-3 seconds, killing Blakemoor. Blakemoor casts in melee, if he fails his concentration check he triggers an Attack of opportunity from Siroket, killing him even earlier. A crit TRIPLES Siroket's damage, one shotting Blakemoor. I've seen crits of 190+
EDIT: I'VE BEATEN THIS BS FIGHT, I'M LEAVING THIS UP IN CASE ANYONE LOOKS FOR SOMETHING LIKE THIS FOR ADVICE
The only way to beat this on Hard is reload, reload, reload, reload. You need to fish for the right dice rolls at the start, It took me about 1.5 hours to get them, with some of the tips below you can perhaps shave some reloads off for yourself.
  • The only way to keep Blakemoor alive is to succesfully CC all 3 enemies at the very start of the fight, anything you do needs to be in service of that. On Hard they have all saves of 20+.
  • Don't bother casting Cacophonous Call, Mass, even though it's nowhere listed all the enemies here are immune to that. I discovered that the hard way.
  • CC with saves per round won't last long, expect stuff like Overwhelming presence to break after 1 round.
  • Pit spells are EXCELLENT versus them, since they will most likely never get out, even on hard (because they're STR saves and not reflex ones). A Rift of Ruin cast with extended duration (you can find a Greater Extend Metamagic Rod for free in another area) will kill both the archers before they get out. All 3 enemies failing there saves is what you'll be reloading for.
  • Don't bother using the dodge song on your bard, Siroket will hit anyway, much better is to use the Dirge of Doom song if you have a bard. The Shaken effect will give -2 penalty to those Reflex saves against your Pit spells.
  • If you have no other mass CC on other characters, have them do things which help the enemy fail their saves, e.g. i had Linzi cast Eyebite and made her spam it on Siroket to try to inflict Sickened to get another -2 penalty
  • If you're going to use Pit spells, play it safe and don't even bother sending in melee.
  • Siroket will survive the Pit spells, be ready to intercept her with your buffed up tank once she reappears.
  • Be prepared for the second phase of the fight! I didn't even know there was more to this fight, which made me have to redo a successful mass CC
  • The second phase triggers when you defeat her, she will reappear at full health in the north of the room, assisted by yet again 2 demon archers and this time also a bunch of firebreathing hellhounds. Defeating Siroket again will make her repeat this a second time but this time she reappears in the south of the room. Killing her a third time will be her final death.
  • While you're waiting for siroket to break from her CC in "phase 1", use all the buffs you have, there is no overkill in buffing for a fight like this. (but do remember they all have True Sight!)
  • When the new waves appear, have your tanks ready up front, be ready with more CC if need be, and just burst them down with all your buffs. With buffs and your tank doing its job, this fight becomes much MUCH more doable.
  • Keep an eye on the archers in the new waves, they may be tempted to fire at your squishies.
Again, everything relies on immediately CCing all three enemeies at the start, once that is successful and you know what's coming after Siroket's first defeat victory is almost guaranteed as long as you pay attention.
submitted by GeassedbyLelouch to Pathfinder_Kingmaker [link] [comments]


2021.01.09 01:16 MadLiam94 WST Pro Series Draw starts January 18th

Group A Shaun Murphy Michael Holt Alan McManus Louis Heathcote Xu Si Ken Doherty Fraser Patrick Brian Ochoiski
Group B Kyren Wilson Li Hang Yuan Sijun Sunny Akani Pang Junxu Kacper Filipiak Aaron Hill Fan Zhengyi
Group C Stuart Bingham Scott Donaldson Sam Craigie Chris Wakelin Jamie Clarke Ashley Carty Billy Castle Jamie Curtis-Barrett
Group D Barry Hawkins Ricky Walden Jimmy Robertson Alexander Ursenbacher Gerard Greene Duane Jones Farakh Ajaib Paul Davison
Group E Mark Selby Matthew Selt Joe O’Connor Stuart Carrington Eden Sharav Soheil Vahedi Lukas Kleckers Daniel Womersley
Group F Mark Allen Ben Woollaston Noppon Saengkham David Grace Igor Figueiredo Jordan Brown Riley Parsons Fergal O’Brien
Group G Gary Wilson Lu Ning Martin O’Donnell Liam Highfield Jamie O’Neill Zhao Jianbo Rory McLeod Stephen Hendry
Group H Yan Bingtao Ali Carter Mark Davis Tian Pengfei Chang Bingyu Simon Lichtenberg Amine Amiri Kuldesh Johal
Group I Ronnie O’Sullivan Tom Ford Lyu Hoatian Mark Joyce Chen Zifan David Lilley Ben Hancorn Jamie Wilson
Group J David Gilbert Martin Gould Elliot Slessor Ian Burns James Cahill Peter Lines Oliver Lines Iulian Boiko
Group K Anthony McGill Zhao Xintong Mark King Dominic Dale Andy Hicks Si Jiahui Peter Devlin Lee Walker
Group L Thepchaiya Un-Nooh Zhou Yuelong Anthony Hamilton Luo Honghao Mitchell Mann Lei Peifan Ashley Hugill Leo Fernandez
Group M Joe Perry Xiao Guodong Matthew Stevens Daniel Wells Jak Jones Rod Lawler Allan Taylor Haydon Pinhey
Group N Jack Lisowski Graeme Dott Luca Brecel Andrew Higginson Jackson Page Brandon Sargeant Zak Surety Michael White
Group O Judd Trump Hossein Vafaei Ryan Day Jamie Jones Barry Pinches Jimmy White Steven Hallworth Sean Maddocks
Group P Mark Williams Kurt Maflin Robert Milkins Nigel Bond Robbie Williams Gao Yang Alex Borg Oliver Brown
All matches best of 3 frames
submitted by MadLiam94 to snooker [link] [comments]


2021.01.01 13:59 ZarosianSpear Noob question about party composition and builds

Hi guys, so recently my saves disappeared only leaving 2 saves a very long time ago. I didn't have cloud sync. The game crashed and closed without reason then the saves disappeared. I just finished season of bloom and I'm back at very early game. Now I'm thinking of restarting with cloud sync on hopefully this won't happen again.
This may be a good chance for me to try other builds and NPCs but at the same time I don't know what to replace and I want to keep having my wizard as main.
The original party of mine composed of 2 tanks Valerie and Harrim, 1 bard Linzi, 2 damage dealers Regongar and Amiri, 1 wizard which is me.
Valerie is a TTS with 1 level in rogue to have dazzling display. Harrim is a cleric and can form a tank frontline with Valerie using shield wall. Linzi is a pure bard. Regongar is a magus with a bit dragon discipline. Amiri is pure barbarian. Me is a universalist pure wizard with some inclination to evocation.
The one performing most underwhelmingly is Harrim because he doesn't tank that well as his hp is quite low, doesn't hit much with his flail (I do like flails) and misses a lot even with buffs, he doesn't heal that much and runs out of heal soon. But at the same time, he is quite useful at holding the line since he does tank better than everyone else except Valerie and his cleric spells are immensely useful. If I switch him out with Tristian I wouldn't have that solid of a frontline. Well I use Harrim as a summoner to bring out undead meatshields too which is quite good. So I kinda don't know how to touch him as he appears useless but is actually quite useful.
The one performing the most reliably is Amiri because she hits really hard and accurately even at wisps. She has very high HP and can walk long distances in combat. I tried switching nok nok with her but nok nok dies very easily and walks short distances. I don't know how to use nok nok well. You need to flank enemies to land sneak attacks but he moves first and goes alone then gets hit alone before my other melee characters arrive. Also he misses more than Amiri and I don't find him doing more damage than her.
For Regongar he basically is a beast nothing to worry about. For Linzi she's also doing very fine. I use Linzi as my sneaker but she isn't doing as well as Nok Nok.
For Valerie even since making her do dazzling she's become a lot more useful but it can get a bit dull. Maybe a more interesting or better variant involving some elemental stuff will be great.
For my wizard, I kind of regret getting universalist because all I get are those one time metamagics which I thought would be passive permanent buffs. I enjoy being evoker spamming powerful elemental spells. But I also know things like stinking cloud are very useful and would want to keep them. My wizard isn't very strong because there aren't enough spell casts per day, I run out of attack spells quickly and I do need to reserve some utility or cc spells. My spells also don't do much damage unless I buff with empower rod. Even my magus has more spell casts than my main.
How can I tweak/replace my team to make it stronger and more fun to play? So far I play on normal but some of my members do die sometimes and it seems my builds are not strong enough. I can handle most fights fine but maybe in a long struggle if it's very hard. The hardest thing is I can't/it's too tedious rest to refresh my spells that in a map I can run out of spells on some fodder enemies and when it's the boss I'm left with nothing. Like for the Giant Owlcat fight when defending the capital my members basically ran out of spells already while fighting it and it was a very big struggle but I managed to pull it off in such adversity. I don't mind min-maxing since I want to blitz through the early stages to get back where I was.
Sorry for long rant but I always would be stuck deciding what to do in character builds.
Thanks!
submitted by ZarosianSpear to Pathfinder_Kingmaker [link] [comments]


http://rodzice.org/