Pathfinder: Kingmaker and Pathfinder: Wrath of the Righteous General Discussion, Playthroughs and Minimal/No Reload Thread

alice_ashpool

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Tabitha 2 is taking every piece of cheese to victory

Meet Eve:

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can't touch this
 

alice_ashpool

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A little bit about what makes this such a great combo.

Firstly - you combo the fact that wisdom increases AC with wisdom increasing Will Saves with Slippery mind. That means that Eve has +11 to will saves at level 3 against mind effecting.

Secondly, going traditional monk means +2 to will saves anyway, combo that with the Acolyte background meaning you use wisdom instead of charisma for persuasion. And since you have taken Monk you gain the benefit of already having Improved Unarmed Weapon, meaning you can take crane style. And you have BAB 1 meaning Exotic Weapon ECB at level 1 meaning you will find one in the starting chest.

Eldritch Scoundrel doesn't hurt too much from being 1 level behind and you can enjoy all the benefits of extra-ordinary will saves.

On the down side you don't get Master Strike and your last Improved Rogue Talent at level 20 :(
 
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alice_ashpool

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The first Rift in the Graveyard gives you an extra Ring of Evasion as a reward for killing Inevitable Darkness on Unfair - its pretty baller/ridiculous to get such an item at this stage. And I can confirm that you can run through the DLC on Casual, up it to Unfair for the Inevitable Darkness fight then drop it back to casual to complete the DLC and it unlocks. EZ
 

alice_ashpool

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Just to indicate how ridiculous a ring of evasion is at this stage of the game - the first one you can usually get is in act 4 - and you have to fight the flesh markets to do it - otherwise its right at the end of act 4. Instead we get it at the very beginning of act 2.

A ring of evasion grants you the class skill evasion - you would need to take 2 levels of rogue/monk to get that regularly or be in one of the classes that gets it at level 6 or 9 or wherever it is for rangers.

Evasion means successful reflex save means you take no damage from spells which allow a reflex save for half damage.

Slap that on your dex tank along with the Flawless ring of Protection +7 which grants 50% fortification (50% chance that critical hits are resolved as normal hits) - Lol.
 

alice_ashpool

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I played around with the Demon Eldritch Scoundrel 18 Demonslayer Ranger 1 Traditional Monk 1 - I can get 88AC, "double concealment" from Improved Invisibility + Aspect of Socothbenoth, 10 casts of mirror image, Incorporeal status meaning half the the things don't do any damage even if they hit, plenty of attacks, triple-geniekind burst damage for elemental barrage - its not bad.

And people say Eldrich Scoundrel is bad XD

edit: that's self-buffed and without all the good items, I think 95-100 would be no problem. Things like the Tomes to provide inherant bonuses (+2), Magical Armor (+5) another +2 deflection, Foresight (+2) and so on.
 
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alice_ashpool

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Bug showcase:

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These are two consecutive attacks from the demon - one bite and one claw: notice the difference in AC.

What is happening is that for the bite,

1. deflection bonuses are stacking: +2 from Protection from Evil and +1 from Ring of Deflection +1
2. shield bonuses are stacking +4 from Shield and +1 from the book (Temples of Iomedae)

That gives an extra +3AC vs the Bite compared to the Claw. I suspect this might be linked to how Bite attacks are secondary attacks and are probably be coded in a parallel system to regular weapon attacks.

Edit: also noticed I am medium encumbrance - whoops! Afaik my absolute max unbugged AC at the moment (level 5) is 46, which is extremely gratuitous overkill.
 
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alice_ashpool

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Eve, Traditional Monk (1) Eldritch Scoundrel (9)

Starting Stats:
Str: 7
Dex: 19 (All points here)
Con: 14
Int: 14
Wis: 16
Cha: 7

Background: Acolye (Wis instead of Cha for Pursuasion)

Skills: Mobility, Trickery, Stealth, Perception, Pursuasion (Could swap Trickery for UMD for using e.g. Seamantle Scrolls)

1 (Traditional Monk): Exotic Weapon Proficiency: Elven Curved Blade; Dodge; Crane Style
2 (Eldritch Scoundrel 1): (free weapon finesse, sneak attack for actually doing some damage)
3 (Eldritch Scoundrel 2): Weapon Focus: Elven Curved Blade; First rogue talent: Slippery Mind
4 (Eldritch Scoundrel 3): Finesse Training: Elven Curved Blade
5 (Eldritch Scoundrel 4): (gain debilitation - usually I do AC penalty)
6 (Eldritch Scoundrel 5): Combat Expertise
7 (Eldritch Scoundrel 6): Outflank (teamwork feat - every melee takes)
8 (Eldritch Scoundrel 7): Second Rogue Talent: Uncanny Dodge
9 (Eldritch Scoundrel 8): Shake It Off (teamwork feat - everyone takes except Nenio who needs feats for Loremaster)
10 (Eldritch Scoundrel 9)

Important Gear
Bookworm's Headband (-2 Cha, -3Pursuasion, +2 Int, Immunity to Compulsion)
Finnean/Vermin Bane Elven Curved Blades; Hang onto Defense by Offense Kama (+1 Dodge)
Silky Veil Robes (+1 Dodge)
Engraved Lucky Bracers
Flawless Ring of Protenction +7
Any cloak + 1/2 until Cloak of Blood Scent (+2AB against wounded enemies while raging)
Lucky Dice, Lesser Extend Rod, Covenant of Inheritor, Dark Veil, Dried Hand of the Martyr, Wand of Mirror Image

Mythics:
1: Every Ready
2: Sorcerous Reflex
3: Archmage Armor

Spells:
1: Mage Armor, Shield, Reduce Person, True Strike, Expeditious Retreat
2: False Life, Mirror Image, Sense Vitals
3: Blink (other spells which others can provide too)

Essential Buffs from others:
Aid (stacks with False Life and Light of the Angels) - this is super good.
Everything AC
Blur, Improved Invisibility
Heroism
Haste
Bear's, Cat's, Bull's, Owl's for plenty of extra AC +ability to carry stuff and extra health-
Usual Stuff + situational stuff.

Unbuffed AC is 32, which gets up to above 50 with buffs and nearly 60 with Defensive fighting + combat expertise thrown in.
Unbuffed saves are 10, 17, 11 - but with Slippery Mind and Shake it Off + buffs they are adequate. We rarely fail saves too badly.

In general, the Demon ES:
Has untouchable AC on core from level 1 onwards
Access to Mirror Image and False Life
Does a large amount of sneak attack damage - Level 1 excluded.
Debuffs enemy AC and can just about get AB high enough to hit just about everything
Has Evasion and high reflex saves so avoids much AoE damage
Has good saves including very good Saves against mind effecting due to Slippery Mind
Gains Uncanny Dodge at level 8 meaning no more Flat footed AC loss.

Some "traps":
Is dodge really necessary? - Monk can take Crane Style without Dodge
Accomplished Sneak Attacker - a whole feat for +1d6 damage...
Early Abundant Casting - I play with a caster heavy party and a rod of extend works just about ok as a substitute. I really like Every Ready with a Crit Heavy Party. Up to the player.
Early Enduring Spells - It can be made to work, but I do not care for it.

Playing:
Check enemy AB - disable Combat Expertise and Defensive fighting if they are not needed - there is no benefit to AC>Enemy AB+20
Play as a frontliner - manipulate Initiative timers until Uncanny Dodge is taken to avoid flat footed.
Daeran can cast Swift Healing - this can save your life.
Bear's Endurance + Aid + False Life + Light of the Angels will give considerable bonus HP, this is a really important buffer - part of your layered defenses.
Sneak attack enemies to death and feel good.
Go 1v1 against big bosses to prove that you are the strongest demon.
Keep a look out or anything that could 1-shot you: Destruction, Harm, that sort of stuff. Don't get complacent.

Layered Defenses:
Blur/Displacement/Improved Invisibility
High AC
Mirror Images
High Health Pool Buffs
Daeran to bail you out with a swift heal
Big Potion + Nenio Dimension Door; Replaced by Demonic Charge for teleporting away once Drezen is done.

Daeran should take Remove Paralysis asap - This will deal with Nabasu Hold Person, Mass should you be frozen
Nenio should have Dimension Door, Mass to get you out of the shit
Swap to turn based the moment you start seeing damage numbers pop up above your head and either re-cast whichever buff has dropped, teleport away, heal, or whatever is needed.

Things you don't need:
Last Stand - Live life on the edge
Protective Luck stacks - just say no


Overall the eldritch scoundrel is strong, I am normally against Monk dips but it is ridiculously helpful here. An alternative build would be the same but with Kama or Sai - that would save a feat for something else + allow Flurry of Blows.
 

alice_ashpool

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I decided to test out against one of the tougher single target enemies at the beginning of act 3.

You can see that vs the Gormandizer, Eve just about holds it together - she takes no damage and has a few AC points to spare. The whole point of this was to lean really heavily into the "AC Meta" which works just fine with this character for now.

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Now as far as damage goes it was no problem. However, I lapsed back into my old ways and nuked the enemy using Hold Monster. In most runs I just CC stuff like this from behind a wall of skeletons then pincussion them so this has been a novelty, but in the end I chose the one-shot.

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The other thing to note is those super high damage numbers - obviously we are rolling with the Elven Curved Blade so 18-20 crit range. About 50% of our damage is raw due to 2-handed 1.5x dex bonus, and 50% is sneaks. Demon Rage helps. We also get an additional 10% divine boost from Inevitable Fate.

Overall
I am happy with Camellia as always - so long as she engages 2nd she is plenty powerful. Compliments a melee PC.
Aru is deadly with her bow
Daeran provides support and AoE Fireballs with metamagic rods, plus lots of utility and healing.
Nenio - I haven't been using so much because of focusing on AC and melee, but she can still drop the usual CC - Mix of Illusion and Enchantment. Most importantly she is the source of Improved Invisibility.
The only one I am disappointed in is Lann - I went 3 Zen Archer then Druid. The Boar was nice early on, and if I was low on AC characters he would be useful, but he is neither a good archer nor a good druid (3 levels behind) plus there is a lot of overlap with Camellia (of course having one and not the other would make more sense). The plus side is that the communal aspects from drovier have been useful - specifically aspect of the raptor: +30 speed without needing haste up is useful. Overall 6 vs half a dozen druid lann vs zen archer lann
 

alice_ashpool

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Surviving Ambushes

Just had my first dangerous anbush of Last Azlanti, in act 3. Act 3 ambushes start out very deadly - they can be the end of your Last Azlanti run as abyssal Succubi send 10 arrows from their Shock Composite Bows into you. Here are some tips:

Enduring Spells - I don't normally like enduring spells but it does mean you can travel buffed. If this is the case never leave home without a full suite of 24h buffs and you are golden.

For those of us who do not have that advantage:
1. Hit turn based as soon as it happens.
2. Know that enemies are programmed to home in on your MC - ranged enemies will target them down, you need to deal with this. High Initiative is important. Have someone take Inspirational Leader.
3. Sorcerous Reflex - the power cannot be overstated. This means 2 spells in the first round. A regular thing for me to do is throw out 2x Animate dead from camellia to tie up enemies and a Mage Armor + Mirror Image on MC to get their Defences up. A Maximise Rod will allow you to ensure that your summoned skeletons are 6x for each - that's 12 skeletons.
4. Dimension Door - you can, after throwing out summons, DD away so you are positioned behind your summons.
5. Phantasmal Web has an amazing AoE and will lock things down for you, so long as your DCs are high enough.
6. Sacrificial Pet - throw your pet into the arms of an enemy
7. Sacrificial party members - now we are getting desperate worst come to the worst throw away a party member in the name of remaining alive. This could give you the chace to DD away, then go invisible, lose agro and exit the area. Cowards live to fight another day.

All that and you should be in a better situation. Make sure your saves are high since there nothing like getting CCd before you have a chance to act.
 

alice_ashpool

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This is an interesting bit - i'm not sure if it is Demon Path exclusive, but it can be triggered by a demon path option - a 2v2 duel against Marhevok and his White Dragon.

For the duel I chose Camellia as my second and we see here outflank really coming into its own. Crits trigger many other attacks from the partner. For Eve that means taking Improved Critical, but Camellia can get away with skipping the feat due to her weapon enchant giving the keen property to any weapon.

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This fight is particularly interesting because a previous Last Azlanti ended right here at this duel - A sorceress throwing-axed to death.
 

alice_ashpool

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  • DLC 3 - midnight isles endless dungeon announced for 11th August
  • "Enhanced Edition" announced as a free upgrade for 29th Sept (be interested if there is any new content or just additional fixes)
  • Controller Support apparently bundled with the EE
 

alice_ashpool

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Last Azlanti Update:

Cleared Wintersun for 2 levels (XP goldmine if you can deal with it) for level 12, Cleared Areelu's Lab for mythic 4 - took Aspect of Succubus

Now to hunt a dragon.

Eldritch Scoundrel Update:
11 (Eldritch Scoundrel 10): Improved Critical (Elven Curved Blade)
12 (Eldritch Scoundrel 11): Finesse Training Kama (just in case we need 1 extra dodge AC Eve can swap to Offense by Defense and still do some damage)

Mythic 4: Mythic Improved Critical (ECB); Aspect of the Succubus (30 foot Immunity to Compulsion and Fear; +1 AB and +1 Will Saves; -1 Enemy AB and -1 Enemy Will Saves; scales by +/-1 at Mythic 6 and 9)

Note the bold - that is an amazing ability - we can ditch Bookworms headband from MC though hang onto it as an emergency. The main downside of the class is we cannot cast level 2 Demon spells yet because our charisma is so poor, we can only get it to 11 with Eagle's Splendour.

Breakdown of MC Gear at this stage
Weapons
: Upgraded +3 Finnean. Hands down the best weapon in the game at this stage due to Brilliant Energy - Ignores Armor and Heartseeker - Ignores Concealment; additional 1d6 force damage. Downside is it is not effective against non-living enemies.
Backup Weapons: Vermin Bane +2 for non-living enemies; Offense by Defense (+1 Dodge AC Kama)

Head: Wisdom +2 (Nothing special, gives us +1AC)
Amulet: Agile Fists +2/Natural Armor +3 (Natural Armor for travelling, Agile Fists for when I remember because it gives bonuses for her Gore attack and Barkskin will do the job for AC)
Glasses: none
Armor: None
Shirt: Silky Veil (+1 dodge AC)
Cloak: Thick pelt cloak/Cloak of Blood Scent. Thick pelt provides total fire immunity, it is baller; Blood Scent is +2AB against wounded enemies while raging. Both are +2 cloaks only.
Belt: Physical Flow +2 (+2 Dex/Str)
Ring 1: Flawless Ring of Protection +7
Ring 2: none
Gloves: Oppressor's Gloves (Critical hit reduces enemies will saves for 2 rounds - nothing special)
Boots: Boots of Free Rein (Perma freedom of movement)
Bracers: Lucky Bracers
 
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The Tales of Grim Face & Co #8 (Challenging). Chapter 1:
Grim Face - Neutral Good Halfling Sylvan Sorcerer (10/14/10/12/12/20) with Leopard pet on Challenging/Last Azlanti Mode/Completionist.


(Experience sharing on/off early on)

- Oleg's Trading Post > Nettle's Crossing > Thorn Ford (killed two bandits on the west side for valuable Gnome Hooked Hammer +1 and some exp, talked to Akiros and Kressle, skipped secret stash for now to be sure to pass skill checks later) > Ancient Tomb (once again, just like last two times there, Amiri passed both Lore: Nature checks but then failed Mobility check…) > Old Sycamore (to get Pine Patch location from Kesten Garess) > Pine Patch > Back to Oleg Trading Post (to deliver Svetlana’s Ring, get ‘Tuskgutter’ task, purchase [Full Plate +1] for Valerie, [Resist Poison, Communal] scroll and rest // (84 days, 21 hours left);

- Some of Old Sycamore (Outdoors, taking no side between Mites and Kobolds, hit Level 3 right after dealing with some Frogs south and getting Moon Radish, killed all Centipedes, Spiders, Wolfs, disarmed traps, Errand: Mandible Jewelry, Sleeping Bandits got [Coup de Grace, Communal] treatment) > back to Oleg with Moon Radish for Bokken and ended with 8938/9000 exp, also purchased [Bag of Holding, Small], another [Resist Poison, Communal] scroll, [Protection from Fire: Communal] scroll) and rest // (83 days, 6 hours left);

- Two-River's Field (Level 4) > finished most of Old Sycamore area: read [Protection from Fire: Communal] scroll - Tartuccio obliterated all of the Kobolds with his first Fireball and quietly perished next round, as a party of four we got a huge amount of exp for that - 10620/15000, joined with Harrim & Jaethal, next we dealt with Undead Warriors, Tremendous Centipede, Giant Spider boss and Grarrukh > back to Oleg’s Trading Post to finish ‘A Bitter Rival’, sell loot, talk with Harrim & Jaethal and rest // 11982/15000 exp (81 days, 5 hour left);
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- Oak-That-Strayed > Abandoned Hut > Technic League Random Encounter > Old Oak (Man-eater Troll) > (Rest) Temple of the Elk (no damage received at all except one hit vs Valerie from the Bear-like Treant for 15hp, that’s it) > Three-Pine Islet (Longspear for Harrim) > Tuskgutter's Lair (Amiri missed twice in a row while Tuskgutter crit her for 30hp so we’ve needed to help her - she doesn’t need to prove us anything anyway) > Technic League Encampment > Thorn Ford (to poison Stag Lord’s wine, and this time we succeeded) > Boggard Hunting Grounds > Oleg’s Trading Post (close the ‘Tuskgutter’ task, ‘Temple of the Elk’ task, chat with Octavia & Reg, speak with Guardian of the Bloom and reveal Stag Lord’s Fort location, then rest) // 14496/15000 exp (76 days, 0 hours left);
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- Endless Plains (Manticore) > Waterlogged Lowland (failed first Lore (Nature)/Knowledge (World) checks but at least succeeded in Athletics/Mobility and last Lore (Religion) checks, Neutral choice on the last page) > Ratnook Hill (just disarmed traps outside for 14986/15000 exp. if only we’ve passed some more checks in Waterlogged Lowland we would be level 5 already… ) > Old Mesa (we were fatigued so went all-in there since we want to rest after gaining level 5 anyway) > Level 5;
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- Stag Lord's Ford (rested outside first then started with 15130/23000 exp and 73 days, 15 hours left); We’ve managed to convert Akiros on our side easily (visiting Thorn Ford before Ancient Tomb lowered the diplomacy check down to foolproof values) but rolled 1 trying to calm Owlbear so just secured the cage door properly. Being at Level 5 and on [Challenging] difficulty instead of [Hard] again proved to be significantly easier (almost like a joke vs nightmare) to clear the Ford and defeat the Stag Lord. He only managed to apply all his buffs and fell right after that. This time we have 17250/23000 exp and 73 days, 14 hours remaining before the deadline and no deaths so far.
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- Shrike Hills: Trail in the Hills (Kitty won ippon vs Mature Leopard 1:0 via crit!) > Shrike Hills: Riverine Rise (Large Water Elemental, no issues at all) > Nettle's Crossing (to finish ‘Riverbed Nightmare’) > Fangberry Cave > Oleg’s Trading Post (‘Fangberries for Bokken’, sell loot and rest: // 18296/23000 exp; 71 days, 5 hours left;
- North Narlmarches: Tranquil River Bend. Surprisingly not much difficulties out there considering the levels of the opposition. We got few hits and one particularly nasty 73hp crit for Valerie (from full health to unconscious in one hit) but that’s it. Since we had 70 days left to finish the chapter, we weren't too stingy with spells and had a rest right before the final fight with the Champion. With a Web spell and a couple of Hideous Laughters it was a pretty simple encounter.
- North Narlmarches: Glade in the Wilderness - no issues there at all;
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- Shrike Hills: Ratnook Hil (rest before enter the cave) - still the hardest encounter thus far but we prevailed without losses:
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And that’s it!!! Yay! First time ever I've done all Ch1 areas during it, and from now on I'm quite confident with my skills to do that in all my future playthroughs (at least on 'Challenging' difficulty)

So, all available in Chapter I areas are clear (sans Viscount Smoulderburn), no deaths so far, we are ready to go to Restov and we still have 67 days, 1 hour left (20413/23000 exp); Onward!

to be contunued...
 
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