Pathfinder: Wrath of the Righteous

I bring Ember out on occasion, but the curse she's got from Stigmatized witch is pretty brutal on her overall effectiveness. If I can shut that off later with a mythic ability, she'll probably be quite formidable, though.

Healing and fire spells are a pretty useful—and potent—mix. I just wish she could hit the broad side of a bard with her crossbow.

I started leaving Camellia behind once I had Woljif or [unnamed companion] because I realized what a jerk she is to the other party members. Once I had more than one lock-picker and trap-disarmer, she got relagated to the bench. Especially because by that point I had Sosiel as a healer.

Ember is great if you play turn-based combat because you can spam hexes every turn, but in real-time combat you can't "auto" them so you have to babysit her spell/hex casting constantly.

Also hexes don't seem to have any graphic effects or FX on them, so using them is kind of lackluster from an aesthetics standpoint. Not sure if it's a bug or just my system.

Anyone know what I have to do to heal Mim? I failed a speech lore check and the only other option is to used magic which is red so I assume I cant use it as my main character doesn't know any spells.

Things I've tried. Having healers and mages in my party.

Putting healing potions in my belt.

Casting healing and restoration spells on her.

Koz wrote:

Ember is great if you play turn-based combat because you can spam hexes every turn, but in real-time combat you can't "auto" them so you have to babysit her spell/hex casting constantly.

Also hexes don't seem to have any graphic effects or FX on them, so using them is kind of lackluster from an aesthetics standpoint. Not sure if it's a bug or just my system.

you should be able to auto hexes with a right click. maybe they have to be on your 'main' bar?

Apparently restoration should have worked. (scroll, potion)
Other than that, I've seen that the level 6 cleric spell heal works.

fangblackbone wrote:

Apparently restoration should have worked. (scroll, potion)
Other than that, I've seen that the level 6 cleric spell heal works.

Sadly not. Too late anyway she died.

Bummer. Sorry about that

On a plus note, I am hopeful for respeccing Seelah into a Shadow Shaman. Sneak attack plus channel energy? Yes please!
And I switch Camelia from divine hunter to divine hound hunter. I like that I can do judgments on that archetype.
I went with Lann and tried to kill Wenduag but she just ran away

So, the ranged rowdy, my god.
I'm guessing all that precision damage does not work on things like elementals that are immune to sneak attack damage?
I started a fresh one and can't wait to get finnegan (sp?) to see if he can turn into one of the rowdy's special weapons: bolo, hand crossbow, repeating crossbow, etc

Even if he can't, that damage

fangblackbone wrote:

So, the ranged rowdy, my god.
I'm guessing all that precision damage does not work on things like elementals that are immune to sneak attack damage?
I started a fresh one and can't wait to get finnegan (sp?) to see if he can turn into one of the rowdy's special weapons: bolo, hand crossbow, repeating crossbow, etc

Even if he can't, that damage :o

Sounds like Ranged Rowdy is a rogue or slayer subclass?

Rogue - rowdy archetype. It gains martial proficiency so you are not bound to weapon finesse or finesse tactics. (which are removed from the archetype)

In return you get vital force that adds 2d6 per sneak attack die to your vital strike. I know what you are thinking, but it does not work on bombs and I think it says something like not working on pure energy based attacks such as ranged touch attacks.

I honestly don't know what the downfall of this is compared to two weapon fighting? Vital strike is basically like folding an off hand attack onto your basic attack without the offhand to hit penalty. And then you get improved and greater which add a 2nd and 3rd "offhand attack" respectively.

fangblackbone wrote:

Rogue - rowdy archetype. It gains martial proficiency so you are not bound to weapon finesse or finesse tactics. (which are removed from the archetype)

In return you get vital force that adds 2d6 per sneak attack die to your vital strike. I know what you are thinking, but it does not work on bombs and I think it says something like not working on pure energy based attacks such as ranged touch attacks.

I honestly don't know what the downfall of this is compared to two weapon fighting? Vital strike is basically like folding an off hand attack onto your basic attack without the offhand to hit penalty. And then you get improved and greater which add a 2nd and 3rd "offhand attack" respectively.

Well, for one thing, if you have two targets within reach and drop one, you'll have fewer iterative attacks to move to a secondary target compared to TWF.

It does sound pretty strong, though.

strangederby wrote:

I picked Lander for my advisor as he seemed confident and less tied to the other main factions. People who chose differently how are your advisors working out?

Spoiler:

I chose poorly.

How is this game if you just want to play one character? Do you have the manage the companions / other party characters or can they mostly play themselves and act like you would expect? I don’t mind like having to set a general response personality (defend, aggressive, etc), but I don’t want to have to manage equipment, level ups and skills and in combat actions and such such for more than one character.

I think there’s a few options for mostly solo play. You can travel solo or with a small party and bump the difficulty down in some granular fashions. (There’s even an option to limit xp to characters in the party, boosting the xp received for those characters.)

NPCs autolevel. They aren’t optimal builds but I’m playing on normal and the characters all feel capable.

You do have give them manually equip, but that feels pretty straightforward. There’s lots of unique magic items in this game, but having optimal equipment won’t make or break a character the way it does for Divinity: Original Sin. Especially on an easier difficulty level I think you can be pretty hands off.

I've been collecting Artifacts for what seems like forever.

The rowdy would probably be pretty great solo. It is definitely a huge asset to have in a party that is mostly hands off. I love the archetype so much I turned Lann into a zen archer (3) rowdy (x). So now I have 2 absolute snipers in the party.

Another thing that makes a party much more manageable is to have a few character that channel energy. Positive channel energy is a group heal that grows with the characters level. (I think it heals an additional 1d6 every other level)

I switched Woljin over to a slayer arcane enforcer. It is basically has sneak attack and studied target with kineticist blasts. It isn't unlimited blasts but the arcane pool size is large for level 1 and gets larger with level. Like the kineticist, there are exploits/talents to warp the effects of the blast for higher cost. This will be my next alt playthrough when I get bored with my current rowdy run.

Looks like you can't stack Animal Domain with Pet classes anymore.

What's the benefit of that? Double animal companions? Beefed up pet?

Rowdy spoilered side note:

Spoiler:

I just completed the attack on Defender's Heart with a perfect 12/12 defenses remaining and I think the whole battle lasted not much more than a minute, if that. The minotaur demon went down as soon as he arrived. The alchemists lasted 1-2 rounds each ;P

TheHarpoMarxist wrote:

I think there’s a few options for mostly solo play. You can travel solo or with a small party and bump the difficulty down in some granular fashions. (There’s even an option to limit xp to characters in the party, boosting the xp received for those characters.)

NPCs autolevel. They aren’t optimal builds but I’m playing on normal and the characters all feel capable.

You do have give them manually equip, but that feels pretty straightforward. There’s lots of unique magic items in this game, but having optimal equipment won’t make or break a character the way it does for Divinity: Original Sin. Especially on an easier difficulty level I think you can be pretty hands off.

I will say that while Rich is correct about this, you're missing out if you leave the companions behind. Even some of the real bastards like Regill are well-written, well-acted, interesting characters. And the more decent human beings are as likeable and well-realized as their Kingmaker counterparts, perhaps moreso; there are at least three companions that are good (or trying to become good) that are as likeable as Octavia from Kingmaker.

I like having companions / party members. I just don’t want to have to control them, manage their actions or inventory.

I like Valerie. And I just had the sweetest funniest encounter with Nok Nok.

I like having companions / party members. I just don’t want to have to control them, manage their actions or inventory.

I am with you though I have grown to really enjoy most of the companions. (enough so that finding a cool magic weapon or armor, or archetype to spec them into for them is a big perk)

There are a few ways to handle this and tips to make it easier.

Make everyone a ranged sniper. If your main is a strong archer and you convert Lann to a zen/rowdy 3/x (because the only thing better than a rowdy is a rowdy that gets point blank master for free) the rest of your party make up largely doesn't matter.

2 or more characters with channel positive energy can patch up the party easily. So if you have an awkward mix or non optimal achetypes, channeling will patch up whatever trouble you get into without needing to rest a lot.

There are also a ton of healing potions to loot. I am pretty sure the vendors sell them by the ton if you have the gold. So you might even be able to run a party without dedicated healers.

If you give a few of your party level dips into pet classes, you will never be overwhelmed in combat. Primal druid is one of if not the only archetype that has a pet that is the same level as that character. It seems really powerful to me but I have yet to see how much difference it makes.

The dhampir race has the ability to consume corpses to heal itself. After every fight, there are plenty of corpses to top off a tank. Although, now that I think about it, I think they can only consume corpses a few times a day

The other option is to have a crazy caster character and rest as often as you need to.

LeapingGnome wrote:

I like having companions / party members. I just don’t want to have to control them, manage their actions or inventory.

I respect this perspective as valid, but do not understand it. I love all the mechanical tinkering and tactical stuff. Sounds like fangblackbone's got you covered, though.

strangederby wrote:

I like Valerie. And I just had the sweetest funniest encounter with Nok Nok.

Valerie was an interesting one for me. I liked how tough and dependable she was, but her hatred for both art and the divine put me off a bit as a real-life theist and creative type. An interesting and well-written character to be sure.

So far having fun but the defend the inn fight was just annoying.

So far having fun but the defend the inn fight was just annoying.
Spoiler:

Focus fire the alchemists. Those and perhaps the minotaur demon are the only objectives needed to win. Strong ranged characters help. You can let the pikemen at the entrance handle any other enemy

TB not recommended... The first time I passed it, I was using TB and the fight lasted like 2 hours. 5/12 defenses remaining. I had no clue about the alchemists and enemies kept on spawning. The minotaur demon made it to the entrance but the pikemen were able to hold him off with the help of Irabeth. There were only 3 pikemen remaining at the end. I had to run around with health potions to heal some of my characters who had fallen in order to "win".

The second time I used RTWP and it lasted 10 minutes. 8/12 defenses remaining.

The third time I had 2 rowdies with magical bows in my party and it took 1-1.5 minutes in RTWP. The minotaur didn't even get to start much of his opening charge before he fell. 12/12 defenses remaining :)

It was an obstacle but now it is a breeze and appreciated for its uniqueness.

So glad I set the game not to end if my kingdom failed. I'm stuck in a negative kingdom stat loop where nearly all my advisors have 0% chance to solve any of the problems meaning they all fail and cycle back around lowering kingdom state.

That is certainly one of the fatal flaws of Kingmaker. Many people bounced hard off of kingdom management or rage quit due to kingdom failing ending their game.

Yeah, I got screwed badly in the late game because I never was able to free up the resources to research curses.

-edit-

Nevermind.