Colonist

Zilschish's page

No posts. Organized Play character for RowynStarr.



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We are currently running the Ruins of Azlant, and I think we're about halfway through it. I've got a dwarven fighter with a Dorn-Dergar that I am having a lot of fun with. I'm going down the Dwarven hatred style, along with a few other tricks and he's a beast.

It's not the most exciting AP, but our group is having fun.

J


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For my final builds, all of which are unfair viable:

I've got two variations on rogue builds, one of which uses the new archetype for the game.

I also put together a great druid shapeshifter build. There is also a more powerful variation that uses the Demon mythic path instead of Angel if people are interested.

Last but not least, I've put two variations of archer builds. Archers are awesome, and I saved it for last because there are several archer NPCs you can pick up. Still, I played an archer on my first playthrough and I loved it, so here are two good choices.

I've been playing around with a nice kineticist build, as well as a shadow shaman and a warpriest build, so if requested I can put that together too.


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I've created more power builds.

For those interested in an arcane caster, check my Lich Wizard build

For those wanting to know how to make the best use your party, here is my post regarding it

This naturally leads to my next build, which is the perfect complement to those party members, utilizing the Trickster mythic path

Finally, the strongest martial build in the game, capable of inflicting 40k worth of damage. It's most suited for the Demon mythic path, but ther is a version for the Trickster path also.

I've got one or two more in mind as well, including those wanting to build toward the Azata mythic path, a magus build, and a shield bashing build with the most highly enchanted item in the entire game.

J


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Couldn't you take Savage Critical if you were a human Slayer? That'd be nice on a Str build, getting sneak attack pretty reliably.

J


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The feats seem like a very significant advantage, if a bit cheesy. Speaking broadly, are there any great combinations people have found? This can include half orcs or half elves that can access this feat also.

J


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A human fighter gets 21 feats by level 20. Taking that as the minimum standard, who can build a PC with the most feats? This should ideally also be a viable build that requires a lot of feats to work well!

J


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You are correct Diego, it does.

I've added my second post on the classes and archetype differences. This one got a little long so I left off Bloodragers for now. Bards have been altered the most of any class so far, and there are three new archetypes listed. Here is the link to my newest post.

J


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FYI, here is my latest post, describing the differences between the classes and archetypes.

This is just the A's, but there are three new archetypes in the video game.

J


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DeathlessOne wrote:

Oh, for anyone that is curious...

The hexes from the Witch class and the Shaman classes do NOT interact with each other. Chant (Shaman) will not extend hexes from the Witch list of hexes, nor will Cackle extend Shaman hexes. When they SHOULD. I play Camilla and Ember together for doubling up Protective Luck and found this out the hard way.

Thanks, I didn't know that. I'm not a huge fan of Camellia anyway.

I hope everyone is finding my first two posts helpful. I am currently working on a class/archetype/PRC set of posts that I hope will be helpful as well. It may also help guide me for my second playthrough.

J


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For those interested, I've posted all about races next!

I included all of the available races and subraces (now called Heritages) in the game, along with any abilities that have changed. Spoiler: other than Elves, Humans and Gemsoul Oreads every race has some changes, and a couple are straight upgrades. There are no alternate racial traits available, but there are also a couple of new subraces! Here is the link to my race page.

Again, feedback is welcome. I really did try to make describing the changes as brief as possible, but if it feels too lengthy I can snip some things.

J


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Senko wrote:

One thing that probably is worth mentioning (I assume this is purely mechanical and not touching on the many plot differences) is that the enemies are able to have up to 30 ac and 20 levels more than their canon counterparts and its not a universal change e.g. "Generic Enemy A" is as the pen and paper stats while "Generic Enemy A - variant" has more levels/skill ranks/other so you can't assume this cambion is the same as that cambion and bosses are worse most of them have increased values.

Its well organized but the skills have a number of things that aren't right. Just a quick look over lunch, I can post more after work when I can sit down and go through it...

Knowledge (Arcane) is scribing arcane scrolls.
Knowledge (world) is brewing potions.
Knowledge (religion) is scribing divine spells.
Knowledge (Nature) apparently delays fatigue when camping.
Knowledge (Planes) I think got rolled into Knowledge (religion) not knowledge (arcane).

Thanks, you're right Planes got rolled into Lore Religion, I've corrected that. I already included most of the things from your list, though I'll add the bit about brewing potions. One thing I didn't do is summarize what the new skills do, so I'll add a brief section on that. I'm not sure that scribing divine spells uses a different skill, I haven't run into that.

J


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As most of you likely know, Owlcat games has released Wrath of the Righteous as a PC game, which is coming to consoles this March.

I have a blog page where I post various things. I bought the PC game not long after it came out, and there was a definite learning curve in the differences in many of the rules in the game. Skills have changed, some of the races have changed, several archetypes of classes have changed along with new ones being introduced, etc.

I haven't been able to find a site that summarizes all of the changes, so I decided to write a summary of them myself. There are absolutely no plot spoilers of any kind. I'm not good at HTML code for this place, but here is the site of my first post.

In this first post I give a general overview and summarize the significant differences in the skills, as well as an indication of what I'll be covering next. Please feel free to give any feedback as to whether it's clear and understandable, and if there is anything else folks would like included!

J


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That's why I used the word "basically"


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Record of Lodoss War is a classic, and right up that alley.

I'm assuming you've seen Lord of the Rings, which is basically what D&D was originally based on.

Ladyhawke is just a cool movie, with Matthew Broderick maybe the youngest you'll ever see him. Rutger Hauer and Michelle Pfeiffer are in it too, what's not to like?


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Well, you know where shield bashing came from? Tika, from Dragonlance!

J


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Not too harp too much on the free will vs no free will issue, but I have a related question about Nirvana. My understanding is that most souls who go to Nirvana can return to a state of innocence, but "Nirvana also harbors the agathions and angels. These celestial martyrs pledge themselves to a higher purpose, sacrificing their own chance to taste a return to innocence in order to defend and uphold their plane’s principals of universal good, whatever the cost to themselves." From the Great Beyond book.

In such cases, do they lose their free will or retain it?

J


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My group are getting fairly close to finishing Kingmaker, and we might do some modules for a while before starting the next AP. I thought I'd ask the experts, what are your highest recommendations? Looking for 1e only.

J


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It sounds like a reasonable answer would be "no, you can't take Haste as a 2nd level spell because that spell is already on your spell list as a wizard. The whole point is to get access to spells that are not already on your spell list."

With this interpretation he could add good hope, freedom of movement or vomit swarm, but not the same spell at an earlier level.

J


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Muls were pretty cool, I'll admit that.

J


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For those that have played through the AP: my group and I are finishing Kingmaker soon and I'm looking at another AP to start. I'd appreciate feedback from anyone who has played through it. Just general impressions, overall quality, etc. We are looking for something with a strong story and good role playing and combat balance. Our gold standard so far is Crimson Throne.

Also if you don't recommend TG, what would you recommend?

J


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A giant spider is CR1. Just give it 3HD, a standard undead template (immune to mind affecting, ice, etc) and maybe an undead ability, such as grave touch.

J


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I've recently become a 15th level wizard, and am considering taking True Name as an arcane discovery. Since I'm this level I'm calling it greater true name because I can summon an 18 HD creature that I've called with the equivalent of greater planar binding. I don't think they get a saving throw with this discovery, nor do I have to persuade them to help (though if he's good it wouldn't take much).

What kind of creature would be best? My thought right now is a Planetar.

Also considering the two 8th level spells to take (I'm a conjurer). I'm looking at Maze, and either From of the Dragon 3, Stormbolts, Prismatic Wall, Moment of Prescience, Prediction of Failure...basically lots of them. Thoughts as to which two should take priority?

J


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As above, I'm creating an archer Inquisitor. I'm currently deciding between human and half orc, leaning human because I could really use the extra feat, not to mention extra spells.

The main decision I'm facing is between two archetypes, Ravener Hunter and Sanctified Slayer. I think I can take both of these actually, but that may not be a good idea.

My goal is maximum DPR, while not trading away the feel of playing an Inquisitor.

Ravener trades away my domain, but gives access to Wood Bond. I get all cleric spells with the good descriptor (any good ones I don't already get?). I also get Demon Hunter which seems really situational, and lose a teamwork feat. Solo tactics gets delayed until 6th level.

Sanctified Slayer trades away judgments altogether, to get the Slayer's studied target entire class feature. I also get sneak attack at 4th level and four Slayer talents starting at 8th level.

I've never played an Inquisitor, so I'm not exactly sure how to weigh the various benefits with what I'm giving away. Recommendations?


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There are a few classes/archetypes out there that seem to stand out. What is your pick for devastating the undead (single target and multiple) while resisting or avoiding their worst abilities?

Or am I wrong and it's all about spell selection and magic items?

J


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There is lots of talk about what class and builds are best at what they do, but what's the weakest class? Sure, any of them can be made to work, but what's the toughest to optimize, or the most poorly designed?

J