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- Опубликовано: 4 фев 2025
- Before we head on out to Act 5, it is time to tie up some loose ends in the Colyphir mines. A special enemy guarding some nice loot is left as well as the Fulsome Queen :D
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Ieragon79
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The “Grim Angel 505” Watcher
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Mohit Bhatta
Never thought you could extend 1 round per level-spells to 24 hours. That was a nice piece of magic-related science. Also, good job with the scorcher of souls. I didn't know it existed for quite a few playthroughs and stumbled upon it by accident in my last playthrough. Thankfully, I did expect *something* so we were buffed, but there were still two party-member deaths.
Yeah, not something available to all classes, and having the lich aura also helps to get access to it earlier, but it is definitely quite useful. I don't remember exactly how my first time went with the scorcher of souls but I remember it was in my first playthrough so I must have pulled out some hair, much the same as with playful darkness :p
It's a great thing to have, full 24 hours duration on haste, displacement, greater invisibility, eagle soul, divine power, transformation, sense vitals etc. You can even pull it off with a regular mercenary BFT or exploiter wizard, by combining the robe of the seven sins with a few pieces of gear that increase cl for transmutation spells, and/or taking the mythic feat that increases cl by 1 for a specific school, and with spell specialization if needed.
But for non merged Lich or Angel, that's only feasible late game.
Dark Aura is amazing. Everything it offers works consistently, from the initiative debuff to the DC bonus. The debuff to your own defense against mind affecting spells hardly matters when you have a paladin in the party and/or bestow grace for good measure. Not to mention that you can outright become immune to mind affecting in a variety of ways.
Edit: Greater Invisibility is great, but sometimes enemies tend to not even target the invisible party member. Which is fine if everyone is invisible. It's not fine if only the Frontline is invisible and the enemies make a beeline for your back ranks 😁
Edit2: One thing about having 24 hour haste with a Skald in the party. At level 20 the Skald rage songs actually comes with a haste effect, which overrides any previous haste. Meaning, after the song ends, haste will be gone and you'll have to recast it, or just wait for the next battle so that the Skald can apply haste again, but that defeats the purpose of investing so much to get the 24 hour version. I'd consider multiclassing the Skald at level 20, even if you lose the other benefits of the Skald capstone.
The thing with dark aura is that normally it would not be in range of who I would actually want it to be (Coredumpini) so I don't think it would do much for me there.
As for greater invisibility, yep, you are absolutely right XD I still love having it in 24 hour mode, but that is definitely a problem eheh
As for the haste, that's only for the regular Skald right? The Inciter doesn't give haste at level 20
@CoredumpedGaming yes, regular Skald. I haven't actually played with an inciter yet, maybe next time. I'll probably make Daeran into one, because it fits him perfectly 😁
Daeran as an inciter feels weird XD But I suppose his stats are quite good for it, I imagine more along the lines of a spellcasting inciter?
@CoredumpedGaming Inciter is someone who gets people agitated and riled up. That's pretty much Daeran, that's what I meant, heh. And I'd go with a dual wielding build for that, while riding Bismuth. Although that would be optimal only with a full respec mod, because I think you get him at level 4, and that means he'll only get lethal accuracy at level 20, by burning one of the mythic feats for extra feat - extra rage power - lethal accuracy when he's already level 20 overall and Skald level 16.
That's a very creative way to get rid of baleful polymorph. Never thought of that myself. BTW, I don't remember if you checked it in a previous episode but is the call to violence cloak working on a skald? I think it wasn't giving me a bonus when I played.
Nope, I think I forgot to check that, as I usually do :(
The medium armour takes damage from the mythyc hability, but not too much (2?)
To be honest I haven't really been checking it too much, I was kind of excited for it since it was new to me but I'm not sure if it is worth the investment. It is more damage, but I think other things could be better instead of that.
@@CoredumpedGamingyou were doing about 12-18 extra ¿slashing? damage with your previous mithral heavy armour (medium). You should check now.
Is it better to cast legendary prop instead of enlarge on your MC?
its reduce, my bad
Legendary proportions is redundant with Frightful Aspect, that's the reason why I don't use it. I'm using that + reduce to get all the bonuses from Frightful Aspect and still get the bonuses from reduce person.
For Seelah I rather use the combo, taking advantage of the shield and LS that improves attack and defense.
Sorry, brain not at full capacity right now, what is "LS" ?
There is a longsword that gives bonuses to attack when using a shield. I found in my last run that it's more useful than Radiance, for me at least, since I had resis spells in all my party@@CoredumpedGaming
Hum, interesting. I know of an axe that does that but do not recall a sword that does anything similar, I must investigate :o