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

Primavera

Habitué
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23
I asked him if he would at least apologize for his actions, but he showed absolutely no remorse for what he had done and was even gloating on them. Plus, instead of helping survivors or fighting to save the city whose safety he was responsible for as prelate, he was standing next to a random hole doing absolutely nothing other than harassing those who were actually trying to help out. And he also ignored the warnings of that other priest guy when he warned him of the wardstone's flaw, dismissing it as heresy to promote his own narrative and even interrupted them when they were trying to cleanse it. So whether he knew it or not, he was responsible for the current attack on the city, due to his incompetence and headstrong attitude. I think the city would definitely be better off without him.

As for Seelah, I don't intend to keep her as a permanent member, so I'll probably just keep her around only as long as I'm missing out on my planned final party configuration that I mentioned earlier. [Ember (Stigmatized Witch 4/Oracle 6/Mystic Theurge 10), Lann (Zen Archer 3/Winter Child 17), Nenio (pure Scroll Savant 20), Daeran (pure Oracle 20), and Woljif (Eldritch Scoundrel 4/Vivisectionist 16)].
 
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Inquisition, witch hunts and other extream zealot things - that’s what I can’t stand in any way...

I don't want to make a spoilers here but be ready to have a backup plan/unintended substitute for some of your party members at least for some time during story line.
 

Primavera

Habitué
Messages
23
I am curious though, how does the hippogriff's leveling work? As in, if I'm only taking one level in that class, would it still level up as normal when I'm continuing as a different class, or would it stay stuck at level 1? Since I noticed Lann had to take the Boon Companion feat to have his pet continue leveling up.
 
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If your other class is able to have an animal companion one way or another then hippogriff will level up further but your might need to take boon companion feat to keep pacing. For more info check here. Just search that page for Animal Companions info. If you'll have any questions later feel free to ask =)
 

Primavera

Habitué
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23
I see, so Seelah's using her divine bond level 5 ability to level up the companion, I suppose that means the hippogriff overrides the horse?

Also, can you have multiple animal companions? I was wondering if I'd be able to take a 1 level dip in SCM with Lann and give up one level of Zen Archer, since his Druid levels should contribute to the hippogriff's level progress right? That would leave him at Zen Archer 2/SCM 1/Drovier 17 still with access to level 9 spells. I'll lose out on Zen Archery which isn't a big deal since Lann's dexterity is pretty good already, but there's also losing out on Point Blank Master, but I don't think the mount's movement would provoke attacks of opportunity on the rider, would it? Or maybe I could just have it attack as a regular pet instead of having Lann mount it?

Edit: Alright so I tested it, while you can't take multiple animal companions, you can however take the hippogriff with a SCM dip first, then take Drovier and it will let you continue progressing your current animal companion instead of having to select a new one, which is pretty interesting. Not sure if this would be worth it for him, or the velociraptor companion would be better since it apparently has more attacks? (5 according to this table, not sure if that's tied to the regular BAB progression or actually gives you more attacks than other pets.)
 
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1. Seelah's using her divine bond level 5 ability to level up the companion, I suppose that means the hippogriff overrides the horse?

True. If you'll level Seelah as a pure Paladin then you'll only get horse but if you'll dip SCM first then you'll continue hippogriff.

2. Also, can you have multiple animal companions?

The only way to have two personal animal companions is to start character with AC first and then take Azata or Lich (somewhat) mythic path.

3. About Lann - even though velociraptor fits him thematically I prefer to run him as something like Zen Archer [3]/some kind of Hunter or Sacred Huntsmaster/Sanctified Slayer with maybe 1 level dip of Demonslayer Ranger and with Riding Dog pet. Max level pet with Boon Companion. Take Outflank, Snap Shot line of feats, Cleaving Shot Mythic and you are pretty much settled. Tripping pet, bonus to AB via Outflank and lots of attacks of opportunity via Snap Shot line and with some melee chars/pets nearby. BTW foes do attack riders sometimes (and with AoO too) so be not surprised when this happens. Diehard feat for pet will give Lann time to dismount pet if they are downed. And I think Zen Archer [3] is not a waste since Wisdom to attack rolls on a Wisdom based caster is nice and free point-blank master for a pet rider is not a waste either.

All in all in my current unfair run (level 9, attack on Drezen at the moment) I have three pets - Leopard for my Sylvan Sorcerer (Bully, tank, dex trip, mobility checks and pouncer), Big Bird for Seelah as Paladin [1]/SCM [1]/Dual-Cursed Oracle [18] (Bullwark, Flying Attack and AoE Trip rocks vs archers/casters) and Riding Doggy men's best friend for Lann as Zen Archer [3]/Sacred Huntsmaster [16]/Demonslayer [1] (Bully, tank, strength trip, athletics checks and pretty sturdy. even outperforms Kitty now already).
 
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Primavera

Habitué
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23
It's kinda funny how for some games you end up spending a significant chunk of time learning about the game and brainstorming stuff, rather than actually playing the game lol. I think I'm going to use Woljif and Ember as pure class builds, rather than the ones I was planning to (which I had seen from premade build sites). When I came to the point where I had to level up, I first saw the alchemist spellbook when taking vivisectionist and it just made me so sad to look at it. It's just so barebones compared to the sheer wizard spellbook versatility that he gets by progressing in his base class, plus the ability to copy all those spells from scrolls. The vivisectionist medical discoveries and other abilities don't interest me enough either, especially since it misses out on bombs, which I feel like is one of the coolers aspects of the alchemist class. And the mutagen bonus is too short lived until higher levels are reached and the bonuses don't feel as appealing to me. I think eldritch scoundrel might be a bit underrated since it's a jack-of-all-trades kind of class, but the ability to scribe any wizard spell upto level 6 is actually pretty amazing for a secondary caster class, and I feel like it is even better than magus in that respect since the latter gets a very limited spellbook selection despite seeming like the more obvious choice for a secondary caster class to a beginner.

As for Ember, I just saw that this game has spellcasting RINGS (!) that give you bonus spells, which actually offsets the limited spell choices of a spontaneous caster by a great amount, and that's a pretty big game changer for me. I was mainly thinking about putting her into oracle to get those fire mystery bonus spells, but red salamader has exactly the spells that I wanted, plus I could also swap rings between two different fights to change the spells that she has access to. I did some calculations and while mystic theurge might be tempting to use, her higher level spell gain progression would become extremely gimped. At level 10 as a pure witch, I'd already get access to level 5 spells, and be able to cast fire snake, but with the other route, it would be witch 4/oracle 4/mystic theurge 2, so a total of 6 caster levels in each class which would only give me access to level 3 spells in both classes at that point. I'd be getting a lot more total casts by combining spell slots from both classes, especially since the charisma bonus would also give bonus spells to both classes (thus double), but I would be stuck with lower level spells only, and the trend keeps on following, always two levels behind the single-class progression. It probably might not matter in the endgame (which is what I suppose the premade build was aiming at), but I don't think I will be having fun with the gimped spell list. So that's it.

That being said though, I still don't understand witch hexes. Other than slumber and vulnerabilty, the others available at this point feel pretty moot. Sure it lets you cast them infinite times, but the bonuses are so tiny. I guess the major ones might be better? Any suggestions on what are good and what I should try to get? I wonder if it might also be worth taking a dip in crossblooded sorcerer to get either elemental+dragon or elemental+undead for their level 1 bonus arcanas, sorcerer cantrips, and shield and true strike, to lose out on 2 level 9 spell casts (1 extra lv 9 spell learned) and one grand hex? All spells converted to fire damage and then getting a bonus on their damage on top of it sounds pretty tempting for just a single level dip.
 
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What makes alchemist's spellcasting appealing to many players is their ability to 'apply' personal only spells/buffs like Shield etc. on other party members via Infusion discovery much like Shared Transmutation of Brown-Fur Transmuter Arcanist. This way you can buff your martial tanks with solid self-only buffs without need of Use Magic Device skill. And there are quite a number of excellent self-only spells which aren't benefit Alchemist/BFT themselves but are fantastic when applied on party fighters or pets.

About Ember (or Camellia) and their hexes. Evil Eye, Protection Luck, Fortune, Misfortune, Chant/Cackle are mandatory for any difficulty higher than Normal and even on Normal aren't useless either. Slumber followed with coup-de-grace can carry you through first two acts easily (maybe even useful in act 3). And if you have both Ember and Camellia their hexes stack. So you can lower enemies' AC or saving throws by 2*2 (2*4 on level 8) and then apply some crowd control spell/ability like Slumber, Grease, Glitterdust, Winter's Grasp, Hideous Laughter etc. more easily. And even if your foes save vs hex it still apply for one round which could be extended via Chant/Cackle as a move action.
More so I have a dip of crossblooded sorcerer for Ember (Fey (+2 DC to compulsion spells)/Undead - so she can use her hexes on Undead who otherwise are immune). My build for her is Witch [10] (Sleep, Vulnerability Curse, Evil Eye, Cackle, Fortune, Protective Luck in this order) / Crossblooded Sorcerer [1] at level 7 (for all those Undead you'll encounter at that stage of story line) / Loremaster [9]. I took Protective Luck later since Camellia took it right away at level 2 and carry my whole party with it.

And all my spellcasters (MC, Ember, Camellia, Nenio) are primary focused on crowd control/buff/debuff/dispel with very little offensive spells while killing duties are for Lann, Seelah and pets.
 
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Antimatter

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Serg speaks the truth right there. Just now (playing on Core), my party completed Wintersun. It's an area designed for characters level 12+. I arrived there straight from Drezen, at lvl 10. The Ember build Serg mentioned (and the one I use, by the way) helped deal with extremely powerful undead specters. Hideous Laughter working on a high-level undead opponent singlehandedly resolves the whole fight. And then you use the Evil Eye so that the opponent keeps failing the saving throw.

I couldn't win two encounters on that map, however, and noticed my party became worse when I switched Camelia for Woljif. So I returned to the capital, switched back to Camelia, and returned, still of the same level. Stinking Cloud (heightened and persistent) worked on a dragon there (who otherwise was immune to Hideous Laughter and Winter's Grasp). Crowd control spells rule supreme in this game, at least during the early/mid levels. Probably, damage spells become more important later on.

And buffs are extremely important as well. For example, in my case, Camelia allowed me to cast Stoneskin (Communal), and it helped against a group of enemies who could hit for 70+ damage per shot.
 
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True. I've switched from blaster casters to crowd-control/disable casters long ago and never look back. Stinking Cloud with a Corruptor Mythic Ability (even non-metamagic infused) by my MC carries my crew through an assault on Drezen on unfair just fine while double 8 level (4*2 on saves or AC) Evil Eye from Ember/Camellia helps a lot on most stubborn foes. I think Hellfire Ray will be my sole direct damage spell and my aim for all party casters is to have at most a combo of 'crowd-control + damage' spells in their books. Like Winter's Grasp, Sirocco, all kinds of Shouts, Phantasmal Web/Putrefaction, Creeping Doom, Stormbolts.

Also, it's worth it to mention that Greater Dispel Magic spell infused with feats like Dispel Focus, Greater Dispel Focus, Dispel Synergy and Destructive Dispel are extremely important in my opinion since most (not all but a huge number) of those horrific foes' immuninies/skyhigh stats are come from buffs and if you are able to land a successful dispel on them they suddenly become far less threatening.
 
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Antimatter

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My party just finished the Treasure of the Midnight Isles DLC and reached lvl 14. Overall, I enjoyed the fights there, even while most of the islands were a bit repetitive. There's some really good loot and a lot of money. The final fight was nicely done. I went in blind without resting (so was really low on buffs), and still managed to win from the first time. I had a feeling I should be focusing only on the main boss, ignoring all its clones, and that turned out to be the only correct choice.

20251003220936_1.jpg
 

Antimatter

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I got curious about what the Unfair feels like, and after a few unsuccessful attempts, created a Sylvan Sorcerer with a Leopard pet, just as @Serg_BlackStrider mentioned. I tried other characters, but it seems there is no way to complete the Prologue without Grease and pets. The Leopard (protected by the Armor spell from my sorc) is a better tank than Seelah can be (at this stage). And I gave Seelah the Sable Company Marine level and a Hippogriff, so she can be used more as a damage dealer (with a glaive).

With a few experiments, I found that the smallest things matter, such as the Light of the Angels to debuff an enemy for a -1 to hit penalty (for 1d4 rounds). Or, say using charging with reach weapons - while you're still lvl 1 and only 1 ApR, you can use that extra time to retreat and charge again, for a +2 to hit bonus.

I also found I can rest in the labyrinth as many times as I need, but there is a risk of an ambush.

Last Azlanti makes the save/load aspect a bit messier, but it's still pretty much possible (though, I found out the game is over if Seelah dies in the labyrinth, and you lose your save).

Overall, the game becomes much more RNG-based. An enemy critically hit through all your buffs? 40 damage, reload. In fights that involve 2+ enemies, it's impossible to predict how it will go. And there are not many options to actually affect the outcome, as you don't have access to customized NPCs, the loot is limited, there is no healer among the starting NPCs, etc.

That said, I won against the dreaded Water Elemental. Took me 4 tries. Buffed the Leopard for highest AC possible (including Blur), buffed Wenduag and Seelah with Increase Person, and gave them glaives. Used 2 scrolls of Heroism (one on the Leopard for better saves, one on Seelah for better to hit chances). In the battle, I kept doing charges with both of them, while Camellia kept casting Protective Luck on the Leopard.

At one point in the combat, the elemental failed a saving throw against Grease, and then both of my glaive wielders hit successfully with Attacks of Opportunity.

Thankfully, it was over before my buffs expired (and buffs from potions/scrolls have a very short duration on lvl 2).

So yeah, RNG-based. I'll see if this improves once I get access to customized characters and probably level up a few times.

But my overall impression would be that the Unfair makes you play a certain way, as if you don't do it, you won't be able to win, especially in difficult fights. It limits the number of options, effectively excluding many classes/subclasses from viable choices.
 

Skatan

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237
Rowdy+vital strike is apparently a way to beat early game Unfair as well, as I saw a guy solo it using that combo. I was checking for Rowdy/vivi guides and found him by accident and watched a bit. Later on in Market district he leveled up a bit and used Witch of the Veil and TB combat to keep "hide in plain sight" and reset combat using the special ability from that class while keeping vital strike as main damage. But the video was a year old or so, so maybe patches changed that tactics.

But nonetheless, impressive so hear about your progress Antimatter!
 
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My new favorite class is Magic Deceiver Arcanist (Living Deity with Wolf pet). It combines most (if not all) aspects I value the most - Charisma based spontaneous caster with a pet, some of Oracle's aspects (Curses/Revelations), Lore [Religion] skill via Charisma and from level 12 use it for the checks to overcome SR of the foes, no need to choose spells at level ups, can shape spell combos on the fly (even during combat) which can target specific saves and use AoE/Cone/Target on demand. I started a new run on Unfair with it and I just can't express enough how I love it - all my dreams are finally came true. It can't use metamagic but so far I didn't even need to since I can shape say Sleep (foes only AoE) + Color Spray (friendly fire Cone) or Burning Hands + Sleep and get foes only AoE combo spell like with Selective Metamagic. Or Explosive Runes+Hideous Laughter to have AoE Hideous Laughter on steroids way before mythic Best Jokes. Or huge foes only Slow AoE with whatever you need at the moment. Or Hideous Laughter + Blindness to disable and debuff a boss. The spell combo variety is just outstanding and you don't need to rely solely on Grease+Pet to beat Prologue on Unfair. I highly recommend this class.
 

Antimatter

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My new favorite class is Magic Deceiver Arcanist (Living Deity with Wolf pet). It combines most (if not all) aspects I value the most - Charisma based spontaneous caster with a pet, some of Oracle's aspects (Curses/Revelations), Lore [Religion] skill via Charisma and from level 12 use it for the checks to overcome SR of the foes, no need to choose spells at level ups, can shape spell combos on the fly (even during combat) which can target specific saves and use AoE/Cone/Target on demand. I started a new run on Unfair with it and I just can't express enough how I love it - all my dreams are finally came true. It can't use metamagic but so far I didn't even need to since I can shape say Sleep (foes only AoE) + Color Spray (friendly fire Cone) or Burning Hands + Sleep and get foes only AoE combo spell like with Selective Metamagic. Or Explosive Runes+Hideous Laughter to have AoE Hideous Laughter on steroids way before mythic Best Jokes. Or huge foes only Slow AoE with whatever you need at the moment. Or Hideous Laughter + Blindness to disable and debuff a boss. The spell combo variety is just outstanding and you don't need to rely solely on Grease+Pet to beat Prologue on Unfair. I highly recommend this class.
Funnily enough, this was one of the classes I tried (and exactly Living Deity with a Wolf). But I just couldn't kill those small earth elementals (in the first area, before the mongrel camp) in 30 attempts. This fight comes before you get a chance to level up. They hit no matter what, and there is no lvl 1 spell the Magic Deceiver has access to (also, just 1 cast on lvl 1) that can CC them. The wolf can't tank, it's not a leopard, the AC is too low. How did you handle those? Or groups of enemies in the labyrinth? Because Camellia has no access to Grease either (and realistically, she's only there for Protective Luck every round). Did you turn Seelah or Lann/Wendu into a caster? On paper, the class sounded amazing to me as well.
Rowdy+vital strike is apparently a way to beat early game Unfair as well, as I saw a guy solo it using that combo. I was checking for Rowdy/vivi guides and found him by accident and watched a bit. Later on in Market district he leveled up a bit and used Witch of the Veil and TB combat to keep "hide in plain sight" and reset combat using the special ability from that class while keeping vital strike as main damage. But the video was a year old or so, so maybe patches changed that tactics.

But nonetheless, impressive so hear about your progress Antimatter!
I see. Well, soloing these games is a different mode (almost), and resetting combat is borderline cheesing. Even on Unfair, I would still want to use a party.
 
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Funnily enough, this was one of the classes I tried (and exactly Living Deity with a Wolf). But I just couldn't kill those small earth elementals (in the first area, before the mongrel camp) in 30 attempts. This fight comes before you get a chance to level up. They hit no matter what, and there is no lvl 1 spell the Magic Deceiver has access to (also, just 1 cast on lvl 1) that can CC them. The wolf can't tank, it's not a leopard, the AC is too low. How did you handle those? Or groups of enemies in the labyrinth? Because Camellia has no access to Grease either (and realistically, she's only there for Protective Luck every round). Did you turn Seelah or Lann/Wendu into a caster? On paper, the class sounded amazing to me as well.
If you need to somewhat easy the pain/frustration of early unfair run then you might want/need to (ab)use the 'Only active companions receive experience' switch in difficulty settings. Turn it 'On' unless you have the full six members party (and turn it 'Off' in the join new NPC dialog right before 'End conversation' button). This way you'll hit level 2 right after first meeting/dialog with Lann/Wendu. In my case Seelah got one dip of SCM for another body on the battlefield, Camellia choose Protective Luck hex and Lann (after joining the crew) second level in Zen Archer (I didn't even level up Wendu, don't know for sure if it matter for her in the final Hosilla fight). For those small earth elementals I mostly used Demoralize / Light of the Angels with my Magic Deceiver (scroll of Magic Armor on the Wolf), Protective Luck with Cam and Enlarge Person on Seelah with masterwork Greatsword. The rest just shoot (mostly it was Anevia). At level 2 Magic Deceiver has 2 casts/day and you might try Incendiary Runes + Ray of Sickening/Snowball on them for some guarantied damage. And I'm using turn based combat mostly for difficult encounters with surprize round opened by shooting/charging to utilize flat-footed condition during that first round. In my current run I took those small elementals on the first try.

In the Shield Maze you can take some relatively easy encounters (the first one, then three mongrels who are Lann's acquaintances, then sharpshooters/barbarian, next big room with the door you need a key from Hosilla's hand, Dretches, three mongrels in the flooded part of the Maze, mongrel brute + ranger also there) and this is enough to hit level 3.

Shield Maze.jpg

My Seelah took her first level of Dual-Cursed Oracle (Divine Favor, Shield of Faith, Cure Light Wounds) with Nature mystery and Boon Companion feat to continue Big Bird leveling. Cam got level 2 spells (Barkskin), Lann got first level in Sacred Huntsmaster (Divine Favor, Shield of Faith or Cure Light Wounds if needed) + Boon Companion for Doggy Doggerson. From now on it's much more easier to deal with the rest of the Maze. The only real difficulties I had there are Medium Earth Elementals (if they save vs Grease from the scroll), Water Elemental and final fight if Wendu win initiative rolls and oneshot my main character. Hosilla herself aren't that difficult since she readily fall to Sleep/Color Spray combo + Coup de Grace.
 
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Antimatter

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That was insightful, thanks. The map is kinda cool, did you create it yourself?

As for the (ab)using the XP setting, I'm not sure I would do that. Feels a bit off, similar to solo(ing) BG1 and SoA and exploiting early leveling up. I can see how it might break the game easily, yes, the Unfair difficulty still is a challenge, though it's decreased. Even looking at a potential lvl 3 fight vs the Water Elemental, I can see how it becomes less RNG-based and more straightforward. No objections that you use the approach, though. Just personally, I would be uncomfortable doing that, even if it would allow me to use the class. Instead, I'd play on Core or something.
 
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Nope, the map is not mine. I've borrowed it somewhere in the Web looking for the tips on playing Unfair difficulty.
As for XP sharing here - I don't think it's quite the same as playing solo BG/SoA since it stop being useful the moment you'll gather a full party (and I always play full parties) and using it even doesn't change the overall difficulty from Unfair to Custom (like using a respec option). Yes it makes early game noticably easier but I see your point and fully respect it - I myself prefer to play fair whenever it's possible.
I'll try to start a new game for testing if it's really possible to beat early game without using this approach and let you know of the outcome.
 
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OK, task #1 is done (Kenabres Caves) no-reload up to Small Earth Elementals (all else is cleared) who at first try killed Lann since I started surprize round with him and that's game over. At second attempt I started surprize round with Seelah using Demoralize so elementals focus her instead. And... SUCCESS! Only Freya died (she was low on hp) and as it turned out you can't rest in those caves. If I knew that I'd spare my single cast for those elementals and didn't waste it on the first Monitor Lizard.

Grim Face, Halfling (Hasty), Aldori Swordsman, 5/18/10/12/10/20 Magic Deceiver (Living Deity, Wolf pet) fair Unfair.

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Prologue:
  • Save Anevia (first 125/750 exp, take Evil, Diplomacy 16 check with 10 skill bonus: 11/66 exp, 200 gp, 37/222 exp). 173/1038 total. (173/2000 to the next level);
  • Join Camellia (125/750 exp); 298/2000 to next level;
  • Young Giant Centipede (1 Vermin (Hit Dice 1), 6 hp, 2 ft. Melee Bite +9, AC 19/13/19, Fortitude +3/ Reflex +6/ Will +2, immune to Shaken (Demoralize)): 5*4 exp. 318/2000 to the next level;
  • Giant Fly (2 Vermin, 19 hp (Hit Dice 2), 2 ft. Melee: Bite +6, AC 17/12/17, Fortitude +8/ Reflex +5/ Will +0, immune to Mind-Affecting, Compulsion, Charm: Shaken (Demoralize), Trip, Prone, not immune to Flare (Dazzled)): 2*18 exp; 354/2000 to the next level;
  • Giant Centipede (1 Vermin, 8 hp (Hit Dice 1), 2 ft. Melee Bite +6, AC 18/14/16, Fortitude +5/ Reflex +4/ Will +2, immune to Mind-Affecting, Compulsion, Charm: Shaken (Demoralize), Trip, Prone, not immune to Flare (Dazzled)): 1*4 exp.
Spitting Giant Centipede (1 Vermin, 8 hp (Hit Dice 1), 2 ft. Melee Bite +6, AC 18/14/16, Fortitude +5/ Reflex +4/ Will +2, immune to Mind-Affecting, Compulsion, Charm: Shaken (Demoralize), Trip, Prone, not immune to Flare (Dazzled)): 2*4 exp.366/2000 to the next level;
  • Giant Fly (2 Vermin, 19 hp (Hit Dice 2), 2 ft. Melee: Bite +6, AC 17/12/17, Fortitude +8/ Reflex +5/ Will +0, immune to Mind-Affecting, Compulsion, Charm: Shaken (Demoralize), Trip, Prone, not immune to Flare (Dazzled)): 1*18 exp;
Spitting Giant Centipede (1 Vermin, 8 hp (Hit Dice 1), 2 ft. Melee Bite +6, AC 18/14/16, Fortitude +5/ Reflex +4/ Will +2, immune to Mind-Affecting, Compulsion, Charm: Shaken (Demoralize), Trip, Prone, not immune to Flare (Dazzled)): 2*4 exp.392/2000 to the next level;
  • Monitor Lizard (3 Animal, 32 hp (Hit Dice 3), 2 ft. Melee: Bite +10. AC 20/15/17, Fortitude +11/ Reflex +8/ Will +4, immunities - none): 1*22 exp; 414/2000 to the next level; Seelah use Demoralize (success), Grim Face use Sleep/Color Spray (failure: rolled 19+2 vs DC17); Anevia + Freya hit/kill;
1760624686896.png


  • Got Light of Heaven: 125/750 exp (+22/132 exp for Will check); 861/2000 to the next level;
  • Giant Spider (3 Vermin, 23 hp (Hit Dice 3), 2 ft. Melee: Bite +6, AC 18/13/17, Fortitude +6/ Reflex +6/ Will +3, immune to Mind-Affecting, Compulsion, Charm: Shaken (Demoralize), Web, not immune to Flare (Dazzled)): 1*18 exp;
Young Giant Spider (3 Vermin, 17 hp (Hit Dice 3), 2 ft. Melee: Bite +13, AC 21/14/21, Fortitude +4/ Reflex +8/ Will +3, immune to Mind-Affecting, Compulsion, Charm: Shaken (Demoralize), Web, not immune to Flare (Dazzled)): 2*9 exp; 897/2000 to the next level;
  • Young Giant Fly (2 Vermin, 15 hp (Hit Dice 2), 2 ft. Melee: Bite +5, AC 20/13/20, Fortitude +6/ Reflex +7/ Will +0, immune to Mind-Affecting, Compulsion, Charm: Shaken (Demoralize), Trip, Prone, not immune to Flare (Dazzled)): 2*9 exp;
Spitting Giant Centipede (1 Vermin, 8 hp (Hit Dice 1), 2 ft. Melee Bite +6, AC 18/14/16, Fortitude +5/ Reflex +4/ Will +2, immune to Mind-Affecting, Compulsion, Charm: Shaken (Demoralize), Trip, Prone, not immune to Flare (Dazzled)): 3*4 exp.936/2000 to the next level;
  • Giant Spider (3 Vermin, 23 hp (Hit Dice 3), 2 ft. Melee: Bite +6, AC 18/13/17, Fortitude +6/ Reflex +6/ Will +3, immune to Mind-Affecting, Compulsion, Charm: Shaken (Demoralize), Web, not immune to Flare (Dazzled)): 1*9 exp;
Young Giant Spider (3 Vermin, 17 hp (Hit Dice 3), 2 ft. Melee: Bite +13, AC 21/14/21, Fortitude +4/ Reflex +8/ Will +3, immune to Mind-Affecting, Compulsion, Charm: Shaken (Demoralize), Web, not immune to Flare (Dazzled)): 2*9 exp; 963/2000 to the next level;
  • Small Earth Elementals (Mobility check success 9 exp): (2 Outsider, 17 hp (hit Dice 2), 2 ft. Melee: Slam +10. AC 21/20/14. Fortitude +3/ Reflex +4/ Will +5, immunity to Sleep, Paralyzed, Stunned): 3*18 exp; 1026/2000 to the next level;

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Attempt #2:

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So it's definitely possible! Now onwards into the Shield Maze!
 

Antimatter

Administrator
Staff member
Messages
1,767
Congrats, and that's definitely well-executed! I'll be watching over Grim Face's progress closely.

And just to support your effort, I'll share my own party for the fellow Last Azlanti Unfair run. I had to add money to be able to create 5 customized characters, as for some reason each cost 4.5k gold, which was in no way fair or reasonable. As a concept for this run, I'm trying to use classes, weapons, and races I never (or rarely) used before.

Just reached lvl 4 after coming back from the Library and rested.

Half-Elf Sylvan Sorc, with a Leopard animal companion (Daredevil)
Kitsune Aldori Defender, 1 lvl dip into Scaled Fist, 1 lvl dip into Stigmitized Witch (for big AC boosts), with a Dueling Sword
Halfling Divine Hound, with a Dog animal companion (Bully)
Aasimar Witch Doctor
Tiefling Dirge Bard
Elf Vivisectionist, with an Elven Curve Blade

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