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Messages - Hanzoku

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241
Other Games / Re: Pathfinder: Kingmaker CRPG
« on: October 09, 2018, 02:09:34 am »
Eldritch Knight is sort of a weird bird. It's a prestige class for making a wizard/sorcerer more tanky in melee. The problem is, you don't want to (ever) cast spells in melee. Doing so provokes attacks of opportunity. Further, without specific feats (Arcane Armor Training, I think its called), you can't wear armor without having a percentage chance (that goes up with the weight of the armor) that your spell fizzles.

What's your goal for the character? To dive into melee and hit people with swords while occasionally blasting them with magic? You might want to look at the Magus then. Its built a bit more around doing so.

To answer your question - the ability to cast 3rd level spells is based on the class's casting progression. The Sorcerer is a good one to look at since your Charisma is better then your int. In either case (Wizard or Sorcerer), you need to be level 5 in that class to meet the requirement. This means that at level 7, you can enter the Eldritch Knight prestige class. This is consistent for when you can enter most prestige classes.

I've finished through Act I, and I'm taking a break while they come out bug fixes before going further. My experience is that some of the custom companions are workable, others I'm not too fond of.

Valerie - Because the AI actually does lock onto someone and sticks, sending her in first is decent as a 'tank', something that doesn't happen on tabletop. That said, Pathfinder is still a game of rocket tag, and you're far better off killing things fast rather then tanking.

Amari - give her a Greatsword instead of that Large Bastard Sword and let her rage and go to town. I'm sort of wishing I gamed it a bit and took a level of Vivisectionist Alchemist so she could self buff, but pure Barbarian raging works well.

Linzi - I just go straight bard with her. She's a support character, but she's a decent backup healer and her singing makes everyone else do better. With a party of six, you have room for that.

Octavia - Rogue/Wizard, wants to go Arcane Trickster prestige class. I screwed up her build by going Rogue 3/Wizard 2, when I could have gone Rogue 1/Wizard 4 and used a feat to get her sneak attack prerequisite. I'm likely to reroll because I'm not enjoying my Paladin fully, and I'll be building her differently in the future. That said, she's a good skill monkey to have around.

Tristian - He's a cleric 'wizard' in that he stands in the back in his robes, prays nothing tries to hit him, and plinks away with his bow for piddling damage. That said, his spells can really turn around a battle if he lands a Hold Person at a strategic time, and after combat, his Channel Positive Energy to heal up the party is bonkers. Tristian is a better in combat healer because he has the charisma to take a feat 'Selective Channeling' that prevents Channel Postive Energy from also healing the enemy.

Harrim - Another out of combat healer. Heavily armored and can help hold the line. Take Harrim or Tristian, depending on how many bodies you need in melee.

Jaethal - Haven't used her. Not fond of how many fiddly bits Inquisitors get, it makes me feel like you have to focus on micromanaging her. She's also undead, which is a huge problem for healing. She's also Evil, and more towards the Stupid Evil side from what dialogue I've had with her.

Regongar - Chaotic Evil. Half-orc Magus, so he's trying to steal your role. I've read that he's also a micromanagement case, but can be really effective. Doesn't come across as Evil when I've talked to him so far, besides wanting to take bloody vengeance on the people who enslaved him.

242
Play With Your Buddies / Re: I don't want to believe - X-Com Files
« on: October 08, 2018, 01:36:20 am »
Make sure to pick up some combat armor - it unlocks silently with the Xenonought research. You lose a little front armor vs the bullet proof vests, but gain armor everywhere else.

Also, agent me! Mr./Ms. Zoku

243
Other Games / Re: Pathfinder: Kingmaker CRPG
« on: October 08, 2018, 01:26:52 am »
Honestly, their support and the number of bugs sort of makes sense. They released a game with 100+ hours of content with a small team. Of course there are bugs, but they are also doing their level best to fix them as quickly as humanly possible.

As for the game being released in a 'beta' state... welcome to the last ten+ years. Nothing is released in good quality anymore. At least it isn't another mediocre AAA title that costs $70 and lasts 20 hours...

244
Other Games / Re: Pathfinder: Kingmaker CRPG
« on: October 04, 2018, 01:24:30 am »
Partial list, since I'm cutting out things I'm pretty sure aren't in the game, so it might be missing things or weapons that aren't in the game are on the list:

Dagger
Punching Dagger
Light Mace
Sickle
Kukri
Light Hammer
Handaxe
Light Pick
Light Shield
Starknife
Short Sword
Kama
Elven Curve Blade
Rapier

245
Other Games / Re: Pathfinder: Kingmaker CRPG
« on: October 01, 2018, 12:16:13 pm »
Yeah, I know. That said, I’m doing fine with the system as it is.

Aside: I lurk on reddit a lot and came across a respec tool on the Kingmaker subreddit, which should solve your issue, Majestic.

https://pathfinder.deev.io

246
Other Games / Re: Pathfinder: Kingmaker CRPG
« on: October 01, 2018, 12:13:16 pm »
I don’t think krs an issue of bad A.I., but of bad players that would scream to high heaven if their spellchuckers threw out anything without prompting, causing them to go in on a boss fight with only half of their expected spell compliment.

247
Other Games / Re: Pathfinder: Kingmaker CRPG
« on: September 28, 2018, 09:37:49 am »
I reloaded once on the slaver fight and went in with a better strategy. I tend to let the barbarian charge in to the back line and start chopping the squishies to bits, while the tank and my main character (decided on a rogue for the skillpoints. Thankfully, they built it on the unchained rogue chassis, so it works fairly well) hold the line in melee with support from the cleric. The bard threw out sleep and then started helping with shooting the casters. Now if I scrape together 2k gold, I can build a pure wizard to round out the party.

248
Other Games / Re: Pathfinder: Kingmaker CRPG
« on: September 27, 2018, 04:02:57 pm »
Your first two companions are a gnome sorcerer and a halfling bard with a crossbow, both with negative strength. So if all three party members need to stay at range or get stabbed in the face... luckily the second half of you get meat shields.

249
Other Games / Re: Pathfinder: Kingmaker CRPG
« on: September 27, 2018, 03:27:59 pm »
Resurrecting this, the game has been released on the 25th, and so far I’ve only played the tutorial twice while I’ve figured out what class I’d like to play. So far from the little I’ve played, the writing is solid and the characters are likable enough. You also have the option to hire your own custom made characters to fill shortfalls. Most of the companions are melee meatshields in the beginning, and there is a noticible lack of arcane casters, so either you play one yourself, which makes the first part of the tutorial... amusing, or you hire one early.

250
Play With Your Buddies / Re: I don't want to believe - X-Com Files
« on: September 24, 2018, 11:47:12 pm »
You are making sure to send agents to the gym, right? It solves all of the low stat issues except bravery... eventually.

251
Play With Your Buddies / Re: Xvareon plays: Master of Magic (1994)
« on: September 06, 2018, 02:49:19 am »
Ah yes, this will be fun to watch. I tend to play Dark Elves with at least a few life books, because Heroism is silly. Slap that on a starting unit or two, fire off the innate magic bolts at anything coming close and watch your Elite (or Ultra-Elite if you have Warlord) unit wipe them off the map and secure a quick expansion. Generally by the time any of the other Wizards even manage to break into Myrror, they run into an expansive Dark Elf Empire waiting for them.

One other thing about Myrror is because the magic is everywhere and in everything, any roads you build gain the fast movement enchantment that you have to research and cast up in Arcanus. It allows you to move for free along roads (and through cities), which leads to being able to shuttle a defense stack from one end of the empire to the other, freeing up a lot of units for offensive operations instead.

252
Play With Your Buddies / Re: I don't want to believe - X-Com Files
« on: September 04, 2018, 12:35:15 pm »
How are you catching the critters alive? Because I refuse to let them get close enough to my agents to bite if I can help it, so I normally end up introducing them to buckshot. I don’t suppose tranquilizer rifles are a thing?

253
Play With Your Buddies / Re: I don't want to believe - X-Com Files
« on: September 03, 2018, 04:57:02 am »
I have to say, melee is amazing in this mod. I'm early in the game, and detected an alien landing site near my base. I send out a pair of agents in their crappy rent-a-car, not realizing that they didn't have even a full setup of crappy starter equipment. One ended up sporting a pistol and a knife, and the other had a taser and a knife.

Long story short, they kept on sneaking up behind sectoids and shanking them. Even if I had to end the turn with the sectoid up, the weak little bastards kept losing the melee struggle, so their shots went everywhere except into an agents. It's the 13th of January, 1997, and we have alien corpses and a full ufo to prove that the truth is out there, and its hostile.

254
There are, actually. There’s something like a 1 in 6 chance that the Pirate group gets offered an actual contract. If they win, another 1 in 6 roll rehabilitates their reputation.

Currently, there’s been no work on AtB rules for a long time. What I’d like to see is the optional rules for infantry, air support and artillery abstraction to be built in, as there are a ton of tables and rolling involved to use them.

255
Sieges take 24 hours to resolve, as I'm currently seeing. That's more then enough slowdown on invasions, outside of a massive empire deciding the unrest is worth it and tackling all your systems at once, which couldn't be defended against anyway.

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