I wasn't expecting multiple appearances for tieflings. It's a bit silly, resource-wise, really. I expect you will be able to gain wings at level 12 like aasimar, or failing that, you can get them with a sorcerer-heritage.
A huge number of heritages for tieflings, including one with damage reduction and one with a bite attack (discription is vague I assume it functions like the barbarian ability).
The basic Tiefling and one the heritages also have no charisma penalty if they have sorcerer/eldritch scion with the abyssal or infernal bloodlines. There's a couple that have charisma bonuses too. Now I've got to decide on a bloodline for a Sorcerer. I'm leaning towards either Div-Spawn or Rakshasa for one with a charisma bonus, but devil-spawn could be cool too, since with the infernal bloodline they'd have no penalties.
Some people are reporting the DLC not working right for them and the Tiefling and Kineticist options not showing up for them. All I can say is it works for me. I just started up a game with a Rakshasa Sorcerer with the infernal bloodline. Not going to screw up my feat selection like the last sorcerer I did.
So the bug I got hit with is the overland map is blurry. The Teifling race and Kineticist class show up fine, but the overland map is blurry after the wildcards update. It's just the map, too, not the UI overlay.
They seem to have tweaked the graphics a bit, I think to take advantage of superior GPU features. This may be what is causing your map issue. You might try adjusting your graphics settings or updating drivers.
Thoughts on Kineticists:
Cosmetic: kineticists have a thing for sleeveless outfits. This is because they get glowing tattoos on their arms in a colour matching their element. Cool.
Standard kineticists: Gnome is quite mechanically advantageous for this class. Shame there are no good gnome portraits (with glowy tattoos). Water would seem to be the best choice at first level, it has the best defensive power, and physical blasts do noticeably more damage at low level if you have maxed out constitution. At high level the difference is trivial, so get an energy blast at level 7.
Dark Elementalist: The Int version. would suit elves and tieflings, otherwise not very different. This is the only way to go if you don't want to suck at skills.
Psychokineticist: Wisdom version. Again very similar to standard. Would suit the Aasimar who gets bonuses to wisdom and dexterity.
Kinetic Knight: No reason to go here unless you intend to select Earth and make a tank with massively high damage reduction. Pick up Fire at 7 so you can later acquire the damage aura. I don't know how many enemies do admantite damage though.
Existing companions: Valarie could multiclass to standard kineticist (Earth) at level 2. There are no drawbacks to wearing armour, but she should chuck away that ridiculous shield.
New companion: I haven't tried her yet, but she has been added to the introduction tutorial section (where she uses fire and water blasts).
Drivers are up to date and I don't see anything obvious in the settings that would cause the blurring. I'm not going to go through and toggle all the settings one at a time to find it right now.
One thing struck me while I was playing today. Would you eat a chicken you found on a dead kobold?
So now I'm having trouble thinking of who to drop from my party to get the kineticist. I've got Val, Reg, Octavia, Harrim and Jaethal with my Tiefling Sorcerer, right now. Jaethal is the obvious choice to cut, but she's always the obvious choice to cut, and I never take her with me.
So the new NPCs deal is
It's a set of twins that have to alternate, and you immediately get a quest to get an artifact that'll let you alternate between the two of them at the beginning of chapter 2. One's a water based kintecist and the other's fire based.
From a functional perspective, I would drop yourself, since kineticists are most like a sorcerer!
Since you can't do that, it would have to be Octavia, if Jaethal can function as your skill monkey. Final option, Reg. Harrim and Jaethal can back up Val on the front line. Give Jaethal a sword and board instead of the farming implement.
Kineticist doesn't play nice with multiclassing, but here are a couple of possibilities that shouldn't be completely borked:
One level dip into Armored Hulk (Barbarian). You get armor (and shield, but that is less useful) proficiencies, and Rage, which works with Kinetic Blade, and can be used more often with high constitution. There is a wild talent that heals you of fatigue too. I reckon this would work better than Kinetic Knight. With the right choice of infusions it doesn't matter if you don't have high dexterity.
One (or two for Evasion) level dip into Rogue. Can get you +2d6 sneak attack on you blasts and very useful free Finesse feat in exchange for an average of -2 points of damage on your kinetic blasts. And it would be nice to have some skill points.
Rogue with two level dip into Kineticist. The idea here is to use an energy Kinetic Blast as a delivery method for sneak attacks against enemies resistant to shortbows. In addition, an icey shield can give you +3 AC and you can gain a familiar as a wild talent, for an extra skill boost.
I said screw it, and will make the spot Jaethal's in rotating. I never wind up taking her. I'm at 6th level, and can't drop Octavia since she's the only one with Trickery and Stealth and the only one that can cast haste/slow ATM. I could probably go without Valerie, though, but I just bought her that flaming bastard sword, flame guard shield and the adamantine full plate. Maybe I'll rotate Reg in and out as well, so I can swap around. I'll probably just wind up rotating the party a lot this game, but for now I left Jaethal behind while I try out the new companion.
Not sure if this is a bug or intentional, but Kaessi has no special role at the camp. Also
Since there's 2 of her, they have different skills, so you have to be switched to the right one for camping. I suppose once you get some levels on them, you can get them skilled up more similarly.
Dammit, I always do this and think if an awesome build while I'm already in the middle of another playthrough. A demon spawn Eldritch Scion with the abyssal bloodline would be awesome. They eventually get a +6 to strength.
At some point, I'm really keen to try character with 1 level in monk, probably scaled fist and the rest into thug, dual weilding kamas. I think I saw that if you take weapon focus at the beginning you get to start with that weapon, so I'd need to do that, because I think the only kama in the entirety chapter 1 is the single masterwork at Oleg's. There's a good one in silverstep that's easy to get at, so I could grab that right at the beginning of chapter 2. Flurry of blows with sicken/sneak attack and eventually crippling strike and piranha strikes would be awesome! Asides from the difficulty finding kamas early on, the build will be weak until level 4, when you can use your dex instead of strength for damage.
Dammit, I always do this and think if an awesome build while I'm already in the middle of another playthrough. A demon spawn Eldritch Scion with the abyssal bloodline would be awesome. They eventually get a +6 to strength.
At some point, I'm really keen to try character with 1 level in monk, probably scaled fist and the rest into thug, dual weilding kamas. I think I saw that if you take weapon focus at the beginning you get to start with that weapon, so I'd need to do that, because I think the only kama in the entirety chapter 1 is the single masterwork at Oleg's. There's a good one in silverstep that's easy to get at, so I could grab that right at the beginning of chapter 2. Flurry of blows with sicken/sneak attack and eventually crippling strike and piranha strikes would be awesome! Asides from the difficulty finding kamas early on, the build will be weak until level 4, when you can use your dex instead of strength for damage.
..or you go with rogue knife specialist cause that archetype's sneak attack increase also apply to Sai, which I think also applies to Monk flurry of blows, right? 1D8 per sneak attack is a pretty good increase of potential damage, but I haven't tried it or done the math (just thinking out loud). I have no idea if there's any good sai in the game though, i haven't found any good list of available weapons.
..or you go with rogue knife specialist cause that archetype's sneak attack increase also apply to Sai, which I think also applies to Monk flurry of blows, right? 1D8 per sneak attack is a pretty good increase of potential damage, but I haven't tried it or done the math (just thinking out loud). I have no idea if there's any good sai in the game though, i haven't found any good list of available weapons.
The problem is there's a real lack of decent sais in the game. Eventually you can get a couple from Tulip, but what she brings you is random, and one of them is high level and won't pop up till pretty late. For a knife fighter, dagger would probably be the better choice, there's an abundance of sweet daggers throughout the whole game.
I also gave up trying to take Kaessi along this playthrough. I was finding her abilities pretty lackluster and Jaethal works a lot better with my group.
The awesomest thing about this game is that the devs are incredibly responsive to their fans. If you go to the game forum and present a good, reasonably argued case (i.e. NOT whiney and demanding and entitled) for something to be added or modified, there's a good chance it will end up happening at some point. They read every post on that forum and I am constantly amazed at how responsive they are to requests and suggestions made in the forum in their subsequent patches.
Apparently now whenever you have upgraded a village to a town you can teleport between other towns and your capitol. Damn, I had built all my towns as close to the capitol as possible to minimize the running around for the artisans. Oh well, it still saved me a ton of time, since I only now got one upgraded to a town.
Played the game for the first time in a long time yesterday and it's interresting that the (only graphical?) error of incorrectly calculated figures on the character sheet is still there. My AC was one less than it should be, just as it was the very first day after launch.
Played the game for the first time in a long time yesterday and it's interresting that the (only graphical?) error of incorrectly calculated figures on the character sheet is still there. My AC was one less than it should be, just as it was the very first day after launch.
Are you sure your calculations aren't wrong (applying the stacking rules)?
Played the game for the first time in a long time yesterday and it's interresting that the (only graphical?) error of incorrectly calculated figures on the character sheet is still there. My AC was one less than it should be, just as it was the very first day after launch.
Are you sure your calculations aren't wrong (applying the stacking rules)?
Maybe, but don't think so. I had two boons; AC from DEX and AC from armor, both were there, but the DEX was +3 instead of +4 (Dex18). I used to have the same on a monk with his WIS bonus, both for AC and sometimes BAB where a +4 bonus showed as +3 instead. I know enough about 3,5 to know that AC doesn't stack if using the same category (ie dodge, armor, shield, etc) but in this case they were from two different sources and I did not have any fatigue or any other malus.
If you mouse over your AC on the character sheet, it should show where all the bonuses are coming from. Maybe it's from something you hadn't thought of. You know heavier armor also caps the amount of AC bonus you get from Dex, too? Oddly enough, armor doesn't seem to affect attack bonus from Dex, though.
If you mouse over your AC on the character sheet, it should show where all the bonuses are coming from. Maybe it's from something you hadn't thought of. You know heavier armor also caps the amount of AC bonus you get from Dex, too? Oddly enough, armor doesn't seem to affect attack bonus from Dex, though.
Armor should only affect max dex to AC and armor penalties to skill checks. Attacks rolls aren't affected in PnP rules unless I've been doing it wrong for years.
If you mouse over your AC on the character sheet, it should show where all the bonuses are coming from. Maybe it's from something you hadn't thought of. You know heavier armor also caps the amount of AC bonus you get from Dex, too? Oddly enough, armor doesn't seem to affect attack bonus from Dex, though.
Armor should only affect max dex to AC and armor penalties to skill checks. Attacks rolls aren't affected in PnP rules unless I've been doing it wrong for years.
I am fully aware of all of this, but as said, I had two boons and both were there. But one of them had 1 less than it should be.
With regards to BAB, monk can add WIS bonus to BAB (i played a Sensei/druid first). I think it was called 'insightful strike' or something similar. The later example (the one from two days ago) was only concerning DEX to AC with a rogue. The leather armor permits 5 AC from DEX, so that is not a thing to consider either. Hence why I say it's a still open bug or there's a graphical error, or there's a hidden malus that isn't show when you hover your mouse.
I know this was a thing from day 1 after launch, so I just found it interesting that after several patches (I haven't really played since launch) it's still there, very similarly as it was from the beginning. I also know it was raised by the community in the official forums back then as well, 'cause I read threads about it.
If you mouse over your AC on the character sheet, it should show where all the bonuses are coming from. Maybe it's from something you hadn't thought of. You know heavier armor also caps the amount of AC bonus you get from Dex, too? Oddly enough, armor doesn't seem to affect attack bonus from Dex, though.
Armor should only affect max dex to AC and armor penalties to skill checks. Attacks rolls aren't affected in PnP rules unless I've been doing it wrong for years.
I am fully aware of all of this, but as said, I had two boons and both were there. But one of them had 1 less than it should be.
With regards to BAB, monk can add WIS bonus to BAB (i played a Sensei/druid first). I think it was called 'insightful strike' or something similar. The later example (the one from two days ago) was only concerning DEX to AC with a rogue. The leather armor permits 5 AC from DEX, so that is not a thing to consider either. Hence why I say it's a still open bug or there's a graphical error, or there's a hidden malus that isn't show when you hover your mouse.
I know this was a thing from day 1 after launch, so I just found it interesting that after several patches (I haven't really played since launch) it's still there, very similarly as it was from the beginning. I also know it was raised by the community in the official forums back then as well, 'cause I read threads about it.
The thing is, though, that bug was fixed long ago, and there is certainly no error in any of the AC calculations I have seen, and I have played the game lots.
Edit: Actually, I know exactly what you haven't considered- check your encumbrance. Medium encumbrance imposes a 3 max dex bonus, which is what you appear to be reporting. Hover the mouse over your encumbrance bar.
Edit: Actually, I know exactly what you haven't considered- check your encumbrance. Medium encumbrance imposes a 3 max dex bonus, which is what you appear to be reporting. Hover the mouse over your encumbrance bar.
Ding, ding, ding! I think we have a winner! I had no idea about this rule. Thanks for the insight.
Edit: You mean the personal encumberance right, not the total party level of encumbrance?
please tell me how much if any have loading times been improved compared to launch?
Sad to say, most load times are about the same. Only the initial time to the main menu when launching the game has gotten much better.
@lordkim Thundervine's not bad, but you need at least a couple memorizations of protection from energy communal and a bunch of debuffs like boneshatter, slow and ray of enfeeblement. A front liner like Reg that can cast mirror image helps a lot, too. That damn dweomer lion with it's mob of dweomer cats annoys the hell out of me with teleporting everything around and attacking my mages that pisses me off.
As for teleport, that really requires thinking about having it from get go when designing the game. If the game's not designed around it, it can completely break encounters, so I'm kind of doubtful they'll add real teleport spells past the town teleporters and dimension door.
Comments
Does have the two extra portraits.
Still trying to work out good kineticist builds.
Thoughts on Kineticists:
Cosmetic: kineticists have a thing for sleeveless outfits. This is because they get glowing tattoos on their arms in a colour matching their element. Cool.
Standard kineticists: Gnome is quite mechanically advantageous for this class. Shame there are no good gnome portraits (with glowy tattoos). Water would seem to be the best choice at first level, it has the best defensive power, and physical blasts do noticeably more damage at low level if you have maxed out constitution. At high level the difference is trivial, so get an energy blast at level 7.
Dark Elementalist: The Int version. would suit elves and tieflings, otherwise not very different. This is the only way to go if you don't want to suck at skills.
Psychokineticist: Wisdom version. Again very similar to standard. Would suit the Aasimar who gets bonuses to wisdom and dexterity.
Kinetic Knight: No reason to go here unless you intend to select Earth and make a tank with massively high damage reduction. Pick up Fire at 7 so you can later acquire the damage aura. I don't know how many enemies do admantite damage though.
Existing companions: Valarie could multiclass to standard kineticist (Earth) at level 2. There are no drawbacks to wearing armour, but she should chuck away that ridiculous shield.
New companion: I haven't tried her yet, but she has been added to the introduction tutorial section (where she uses fire and water blasts).
Comparison to PnP: The Fifth Element is missing!
One thing struck me while I was playing today. Would you eat a chicken you found on a dead kobold?
So the new NPCs deal is
It's a set of twins that have to alternate, and you immediately get a quest to get an artifact that'll let you alternate between the two of them at the beginning of chapter 2. One's a water based kintecist and the other's fire based.
Since you can't do that, it would have to be Octavia, if Jaethal can function as your skill monkey. Final option, Reg. Harrim and Jaethal can back up Val on the front line. Give Jaethal a sword and board instead of the farming implement.
Kineticist doesn't play nice with multiclassing, but here are a couple of possibilities that shouldn't be completely borked:
One level dip into Armored Hulk (Barbarian). You get armor (and shield, but that is less useful) proficiencies, and Rage, which works with Kinetic Blade, and can be used more often with high constitution. There is a wild talent that heals you of fatigue too. I reckon this would work better than Kinetic Knight. With the right choice of infusions it doesn't matter if you don't have high dexterity.
One (or two for Evasion) level dip into Rogue. Can get you +2d6 sneak attack on you blasts and very useful free Finesse feat in exchange for an average of -2 points of damage on your kinetic blasts. And it would be nice to have some skill points.
Rogue with two level dip into Kineticist. The idea here is to use an energy Kinetic Blast as a delivery method for sneak attacks against enemies resistant to shortbows. In addition, an icey shield can give you +3 AC and you can gain a familiar as a wild talent, for an extra skill boost.
Not sure if this is a bug or intentional, but Kaessi has no special role at the camp. Also
Since there's 2 of her, they have different skills, so you have to be switched to the right one for camping. I suppose once you get some levels on them, you can get them skilled up more similarly.
At some point, I'm really keen to try character with 1 level in monk, probably scaled fist and the rest into thug, dual weilding kamas. I think I saw that if you take weapon focus at the beginning you get to start with that weapon, so I'd need to do that, because I think the only kama in the entirety chapter 1 is the single masterwork at Oleg's. There's a good one in silverstep that's easy to get at, so I could grab that right at the beginning of chapter 2. Flurry of blows with sicken/sneak attack and eventually crippling strike and piranha strikes would be awesome! Asides from the difficulty finding kamas early on, the build will be weak until level 4, when you can use your dex instead of strength for damage.
I also found this list of the items the artisans can bring you.
https://www.reddit.com/r/Pathfinder_Kingmaker/comments/9o5kkh/artisan_specific_items_list/
I also gave up trying to take Kaessi along this playthrough. I was finding her abilities pretty lackluster and Jaethal works a lot better with my group.
Its really hard to kill
With regards to BAB, monk can add WIS bonus to BAB (i played a Sensei/druid first). I think it was called 'insightful strike' or something similar. The later example (the one from two days ago) was only concerning DEX to AC with a rogue. The leather armor permits 5 AC from DEX, so that is not a thing to consider either. Hence why I say it's a still open bug or there's a graphical error, or there's a hidden malus that isn't show when you hover your mouse.
I know this was a thing from day 1 after launch, so I just found it interesting that after several patches (I haven't really played since launch) it's still there, very similarly as it was from the beginning. I also know it was raised by the community in the official forums back then as well, 'cause I read threads about it.
Edit: Actually, I know exactly what you haven't considered- check your encumbrance. Medium encumbrance imposes a 3 max dex bonus, which is what you appear to be reporting. Hover the mouse over your encumbrance bar.
Edit: You mean the personal encumberance right, not the total party level of encumbrance?
@lordkim Thundervine's not bad, but you need at least a couple memorizations of protection from energy communal and a bunch of debuffs like boneshatter, slow and ray of enfeeblement. A front liner like Reg that can cast mirror image helps a lot, too. That damn dweomer lion with it's mob of dweomer cats annoys the hell out of me with teleporting everything around and attacking my mages that pisses me off.
As for teleport, that really requires thinking about having it from get go when designing the game. If the game's not designed around it, it can completely break encounters, so I'm kind of doubtful they'll add real teleport spells past the town teleporters and dimension door.