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I find it a bit hard to check out in-game, because everything is grouped together in the "red" list, and I need to hover over each one to see the pre-reqs. Feats that are linked aren't shown together either, only alphabetically. So an overview like in that link could be useful for me I think, once I try to plan out characters for the next playthrough.

Once I play more and get more used with the systems and feats for each class, it will be easier to remember, but for now everything is too new since I had no prior Pathfinder or 3.5 experience (played NWN2, but that was years and years ago, and didn't even complete the game).

Anyway, I hope something like that can be useful to more people, which is why I posted it.
This is confusing to me. Just levelled up to 16 after coming across a dragon way out west (holy mother that was a hard fight, so fitting to be able to level up afterwards). I'm an Aasimar muse-touched sorcerer (if it matters). According to the overview in-game for level 16, I should get no abilities of any sort (apart from a new spell), yet i'm being asked to pick a spell for spell specialisation.

Is this a bug, or why do I get to pick this? Is this something for every level at the highest levels or something?
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Pangaea666: Is this a bug, or why do I get to pick this? Is this something for every level at the highest levels or something?
You can change the spell for spell specialization every level-up.
Thanks. I feel stupid now for sending in a bug report about it, as it seemed so odd.

Is there something strange with being able to annex Pitax? Thought I'd be able to do that after finishing the chapter (got the read-out by Linzi), but I've not been able to do it yet. One of the sub quests did fail because first I wasn't able to enter Pitax to talk to Eimar, and later I didn't realise it had different areas, as the map just said "Area Exit". Are there other checkpoints I'm supposed to do, which enables the region annex "project"?

Sorry that these questions aren't about builds, but it seemed better to post here than create even more new threads.

Oh, never mind. Things finally happened, after some time and throne room chit-chat.
Post edited May 13, 2020 by Pangaea666
Have a more traditional mechanics question now. According to the tooltips for feats, Critical Mastery is required to apply several critical effects to an enemy. But what if two different companions have different critical effects. Assuming e.g. both Valerie and Amiri crit on the same enemy, with different critical feats, will that same enemy then get for example blinded and sickened?

Hopefully that is how it works, because I picked different feats for my fighters. Though one crit from anybody will generally chunk whatever they are fighting, so... heh =)


Another thing, from looking at the combat log during the Ilthuliak fight. Her AC was through the roof, but it looked like we could hit her on natural 20s even if our roll+bonuses was less than her AC. So natural 20s hit no matter what I guess (seem to recall this was the case in BG, but it's been some years now). However, what if the weapon has a bigger crit range? Will you still only hit on natural 20s, or can for example 19 be enough too? I suspect it's only for natural 20s, but figured it was best to ask.
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Pangaea666: Have a more traditional mechanics question now. According to the tooltips for feats, Critical Mastery is required to apply several critical effects to an enemy. But what if two different companions have different critical effects. Assuming e.g. both Valerie and Amiri crit on the same enemy, with different critical feats, will that same enemy then get for example blinded and sickened?
You can. Only decent ones are staggered and exhausting, though. Blindness is pretty meh since it's easier to just cast improved invis on yourself and sickened doesn't do much. Critical effects are in general pretty meh. If you are critting chances are whatever you critted is dead.

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Pangaea666: Hopefully that is how it works, because I picked different feats for my fighters. Though one crit from anybody will generally chunk whatever they are fighting, so... heh =)
That's exactly how it works. There is no limit on status effects on an enemy. What master does is allows to apply two of them in 1 crit.

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Pangaea666: Another thing, from looking at the combat log during the Ilthuliak fight. Her AC was through the roof, but it looked like we could hit her on natural 20s even if our roll+bonuses was less than her AC. So natural 20s hit no matter what I guess (seem to recall this was the case in BG, but it's been some years now). However, what if the weapon has a bigger crit range? Will you still only hit on natural 20s, or can for example 19 be enough too? I suspect it's only for natural 20s, but figured it was best to ask.
Nat 20 is always a hit, Nat 1 is always a miss. Well... technically always hit, since mirror image is a thing. But the image will be very dead.
Post edited May 13, 2020 by InEffect
Thanks. Turned out it was blinding and staggered I chose. Like we both pointed out, an enemy is likely dead if it gets critted, but it might still be nice in some fights.
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InEffect: If you are critting chances are whatever you critted is dead.
Unless you're playing "Beneath the Stolen Lands" DLC, where enemies are kinda tanky after some point...
Though i agree, there is a lot of better feats to get.
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InEffect: If you are critting chances are whatever you critted is dead.
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MortalKombat33: Unless you're playing "Beneath the Stolen Lands" DLC, where enemies are kinda tanky after some point...
Though i agree, there is a lot of better feats to get.
I see... Had nothing else to do, so I went back there. Just about everything was a walk in the park as we were level 17, but then something rather big appeared. Tore us apart a few times as the fight took too long. Sorted through some items in the capital and went back even more buffed up, and this time it went well :)

Cool fight, though. No idea how that is possible to win on higher than normal, but I suppose there are cheesy ways with that beast too. In one attempt Tristian got outright one-shot. Nasty.

It's a strange game when it comes to difficulty. Most things are pretty straightforward, but now and then there is a difficulty spike out of this world, which makes me struggle quite fiercely even on normal.

Seemed like he was breaking the rules. First of all, kingdom buffs like immunity to compulsion didn't work, and at times companions could get rage or confusion or something else, and it didn't even show up as an effect. Then there is that weird healing thing he has going on, that will instantly make it heal several hundred HP. Always seemed to happen when he did that unique dispel magic thing, but perhaps it was two separate effects occurring. Tough to whittle him down when the fight became long. In the third and finally successful attempt, we beat him in 3-4 rounds, so he only had time to spawn one set of helpers and didn't hit us with too many of those huge slams and unholy huge AoE attacks. Put Death Ward on everybody in that try, though, so it should have been less of an issue (as long as he doesn't dispel everything in one fell swoop).
domination in general is broken as nothing helps against it. Confusion and insanity can be dealt with unbreakable heart. Basically ungodly high saves and killing it in 1-3 rounds is how it's done.
Ankous and insanity or one-shots is a pain. The room with 30 or so of the buggars was painful. Wild gaze looks broken as well tbh. Hits instantly as soon as combat starts, and keeps hitting every now and then. Pretty much impossible to save for everybody. Typical case is that 1-3 people are taken out of a fight after 1 millisecond, and even if it "only" lasts 60 seconds, that is usually the whole fight. Ekun tends to be taken out, and I've noticed he's rather awesome with that bow of his. When my sorcerer gets hit too, that's most of our damage. Picked up a big stack of freedom of movements scrolls now, so I hope that helps. Freakin' huge area this presumably last stretch of the game.

What I wanted to inquire about, however, is what diamonds are used for?

We had 6-7 of them, and just noticed we are down to 2. But I can't see what spells use them. Have hovered over everything we have memorised, but all I can see is diamond DUST use for some spells, like restoration (and greater), plus stoneskin.

Is Spawn of Rovagug even possible on Unfair? Looks like enemies do double damage there, so one attack of his could one-shot most of the group. Saves + AC is presumably much harder too.
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Pangaea666: Wild gaze looks broken as well tbh.
Blindfight or echolocation and FoM is all you need for the house at the end. Since I always take jubi for the ride it's never a problem even if some don't have echo in their spell-lists. And FoM scrolls are dirt-cheap and sold in bulk.

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Pangaea666: What I wanted to inquire about, however, is what diamonds are used for?
All sorts of resurrection spells, save for breath of life, consume those as a material component. Scrolls don't, but scrolls have the costs incorporated already.

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Pangaea666: Is Spawn of Rovagug even possible on Unfair? Looks like enemies do double damage there, so one attack of his could one-shot most of the group. Saves + AC is presumably much harder too.
30-ish all saves and killing him within 3 rounds does it. Although it's a tiny bit random due to above-mentioned domination that you can't protect from.
Post edited May 17, 2020 by InEffect
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InEffect: domination in general is broken as nothing helps against it. Confusion and insanity can be dealt with unbreakable heart. Basically ungodly high saves and killing it in 1-3 rounds is how it's done.
If i remember correctly, there are 4 spells, that grant immunity to mind-affecting spells and effects - "Holy Aura", "Unholy Aura", "Shield of Law" and "Shield of Chaos". They're lvl8 from Cleric book (though some other classes can get them too with domains, etc) and affect whole team in AoE. Among other things, they prevent insanity & domination. Those spells have short duration, though (1 round/level).
Post edited May 17, 2020 by MortalKombat33
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MortalKombat33: If i remember correctly, there are 4 spells, that grant immunity to mind-affecting spells and effects - "Holy Aura", "Unholy Aura", "Shield of Law" and "Shield of Chaos". They're lvl8 from Cleric book (though some other classes can get them too with domains, etc) and affect whole team in AoE. Among other things, they prevent insanity & domination. Those spells have short duration, though (1 round/level).
last I checked it didn't help against domination aura of spawn. Although I stopped bothering long ago. Stack 60+AB, and burst the sucker in a few rounds. Done.
Post edited May 17, 2020 by InEffect
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InEffect: last I checked it didn't help against domination aura of spawn. Although I stopped bothering long ago. Stack 60+AB, and burst the sucker in a few rounds. Done.
Hmm, cant say for sure about that one, i completed game playing solo (1 character), so domination was 100% useless (not to mention she had extremely high will save). But in dungeon DLC it helps VS insanity for sure.