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* ThatOneSidequest: The Secrets of Creation. It's a rather long and drawn on quest that involves obnoxious puzzles. To start, you have to explore 5 seemingly unrelated zones without much prompting (though if your knowledge stats are high enough, you can get hints on where to go in meetings with a mysterious ghost) to find various slabs. One of these zones contains a mandatory Vavakia Vanguard (see ThatOneBoss). Once you have all of those slabs, then you have to complete 5 puzzles in a row (see ThatOnePuzzle). And the quest is mandatory if you want to finish the Storyteller's questline (as the first 4 puzzles give you Elven Pages among other things) and [[spoiler:the aforementioned mysterious ghost is Kiny, the Storyteller's old friend. Speaking of which, you better hope you progressed the Storyteller's story enough to learn about Kiny before freeing him or else you are locked out of the Storyteller's best ending]]. On the bright side, you gain an extremely powerful mask for completing it (though it'll actually debuff you if used in the Enigma ([[RunningGag see]] ThatOneLevel), but that's only one level at least.) As an extra bit of insult [[spoiler:picking up the aforementioned very powerful mask adds an ending slide implying your character falls under the influence of the demon lord Areshkagal in the future]].

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* ThatOneSidequest: ThatOneSidequest:
** Players wanting to romance Queen Galfrey have to deal with an extremely tedious process in order to do so, having to pick dialogue options that direct her to do certain things such as going incognito and joining the fight, or having to pick dialogue that balances being serious, and making time for levity when speaking to her. You also have to have certain alignments and Mythic Paths to do so, and you have to lead the Crusade as optimally as possible. Combine that with many of the story moments that can affect interactions with her, and a player wanting to romance her may fail 'extremely' early in the game without knowing it, or fail to get it due to being just short of the game's hidden systems.
**
The Secrets of Creation. It's a rather long and drawn on quest that involves obnoxious puzzles. To start, you have to explore 5 seemingly unrelated zones without much prompting (though if your knowledge stats are high enough, you can get hints on where to go in meetings with a mysterious ghost) to find various slabs. One of these zones contains a mandatory Vavakia Vanguard (see ThatOneBoss). Once you have all of those slabs, then you have to complete 5 puzzles in a row (see ThatOnePuzzle). And the quest is mandatory if you want to finish the Storyteller's questline (as the first 4 puzzles give you Elven Pages among other things) and [[spoiler:the aforementioned mysterious ghost is Kiny, the Storyteller's old friend. Speaking of which, you better hope you progressed the Storyteller's story enough to learn about Kiny before freeing him or else you are locked out of the Storyteller's best ending]]. On the bright side, you gain an extremely powerful mask for completing it (though it'll actually debuff you if used in the Enigma ([[RunningGag see]] ThatOneLevel), but that's only one level at least.) As an extra bit of insult [[spoiler:picking up the aforementioned very powerful mask adds an ending slide implying your character falls under the influence of the demon lord Areshkagal in the future]].
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** '''The alignment system.''' Just like in the last game, it's not very well-liked. Owlcat attempted to address concerns from [[YMMV/PathfinderKingmaker the last game]] that alignment-affecting dialogue options were too restrictive because each one was tied to both the Law/Chaos and Good/Evil axes by making it so that alignment-related choices in this game only affected one axis. [[MortonsFork Players don't like this either,]] in large part due to the reason stated below. Some part of this can be blamed on Owlcat continuing to track alignment on a circle rather than the square grid used by predecessors like [[Creator/{{Interplay}} Interplay's]] [[VideoGame/BaldursGate many]] [[VideoGame/PlanescapeTorment famous]] [[VideoGame/IcewindDale titles]] and [[Creator/BioWare [=BioWare's=]]] [[VideoGame/NeverwinterNights series]], since the circular nature of it ''still'' means every choice is a two-axis choice, they're all just Lawful Neutral, Chaotic Neutral, Neutral Good, or Neutral Evil. This makes it possible to lose classes tied to a 'corner' alignment like Paladin (Lawful Good) by siding too much with one half of that alignment (becoming either Neutral Good or Lawful Neutral), something not possible in conventional grid-based alignment systems. To top it all off, Evil choices get the shaft akin to Chaotic Evil ones in the prior game, as most of the time that you see the tag for an evil choice, it tends to be [[StupidEvil killing someone, often who you have no reason to kill and either get nothing out of killing them, or are worse off if you kill them]].
** Related to the above, the Lawful dialogue options have received a lot of flak. While they should tend towards the rule of law, a lot of them seem to veer into AllCrimesAreEqual where execution is brought up as the sole punishment for basically any crime even light ones. Some options are just nonsensical too (A lawful dialogue option will encourage Sosiel to kill a prisoner he's taken even as he's just brought up that doing so would violate his oath to Shelyn, meaning the "lawful" option is to encourage oathbreaking). Because of the aforementioned issue with corner alignment, it can be particularly hard for Paladins to find in-character lawful options to balance their NeutralGood choices.

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** '''The alignment system.''' Just like in the last game, it's not very well-liked. Owlcat attempted to address concerns from [[YMMV/PathfinderKingmaker the last game]] that alignment-affecting dialogue options were too restrictive because each one was tied to both the Law/Chaos and Good/Evil axes by making it so that alignment-related choices in this game only affected one axis. [[MortonsFork Players don't like this either,]] in large part due to because the reason stated below.game breaking them down like that makes each option anti-synergistic with their overall alignment, instead of the previous game where it was too restricting, but the player at least had options that seemingly fit their overall alignment. For example: A Lawful Good character when first meeting Regill, who is Lawful Evil, has to either pick Good, which reads in a AndThatsTerrible way, or pick Lawful, which instead approves of his actions, instead of having some balance of the two that would fit your overall alignment. Some part of this can be blamed on Owlcat continuing to track alignment on a circle rather than the square grid used by predecessors like [[Creator/{{Interplay}} Interplay's]] [[VideoGame/BaldursGate many]] [[VideoGame/PlanescapeTorment famous]] [[VideoGame/IcewindDale titles]] and [[Creator/BioWare [=BioWare's=]]] [[VideoGame/NeverwinterNights series]], since the circular nature of it ''still'' means every choice is a two-axis choice, they're all just Lawful Neutral, Chaotic Neutral, Neutral Good, or Neutral Evil. This makes it possible to lose classes tied to a 'corner' alignment like Paladin (Lawful Good) by siding too much with one half of that alignment (becoming either Neutral Good or Lawful Neutral), something not possible in conventional grid-based alignment systems. To top it all off, Evil choices get the shaft akin to Chaotic Evil ones in the prior game, as most of the time that you see the tag for an evil choice, it tends to be [[StupidEvil killing someone, often who you have no reason to kill and either get nothing out of killing them, or are worse off if you kill them]].
them]], instead of doing something selfish or pragmatic like Evil is sometimes meant to be viewed.
** Related to the above, the Lawful dialogue options have received a lot of flak. While they should tend towards the rule of law, a lot of them seem to veer into AllCrimesAreEqual or ObstructiveCodeOfConduct logic, where execution is brought up as the sole punishment for basically any crime crime, even light ones. ones, or they are too over focused on one aspect of the prompt. Some options are just nonsensical too (A [[labelnote:*]]A lawful dialogue option will encourage Sosiel to kill a prisoner he's taken even as he's just brought up that doing so would violate his oath to Shelyn, meaning the "lawful" option is to encourage oathbreaking). oathbreaking, when it should be reminding him of the oath he swore and being firm about following it.[[/labelnote]]. Because of the aforementioned issue with corner alignment, it can be particularly hard for Paladins to find in-character lawful options to balance their NeutralGood choices.choices, and makes trying to play a Lawful character unappealing, since Lawful options have no Good or Evil influence.

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** The game has companions that have different strengths and weaknesses, but most players tend to stick with the characters you get during the first chapter, because of the way the respeecing system works discouraging later characters, whose builds are not adjustable in comparison to those you get closer to level 1. This often makes Seelah, Ember, and Daeran mainstays in most parties as a result.



* MemeticMutation: Arueshalae very literally locking herself in horny jail after a certain part of her romance route.

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* MemeticMutation: Arueshalae very literally locking herself in horny jail after a certain part of her romance route.route has become such a meme, that there are a lot of jokes about her being the horny police among the party.



* SpecialEffectsFailure: One of the random events in Drezen is the arrival of a Children's Crusade - but the "children" are obviously adult character models shrunk down.

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* SpecialEffectsFailure: SpecialEffectsFailure:
** Since cutscenes take place in the same engine and systems as combat, cutscenes where someone is attacked and killed tend to flow poorly, as characters will sometimes stand around and not do anything while they are attacked, seemingly because the script is using the combat mechanics.
**
One of the random events in Drezen is the arrival of a Children's Crusade - but the "children" are obviously adult character models shrunk down.



*** Blackwater's reputation is not helped by the fact that it was created as part of a Kickstarter backer's tier bonus, a level to their design and specifications; veterans of ''VideoGame/PathfinderKingmaker'' might have little fondness for backer content after their encounters with Darven and the Hellknights in that game. What IS helpful is that Blackwater is actually completely optional.

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*** In Sosiel's case, he's focused in Medium armor but he doesn't have anything approaching the Dexterity bonus to take advantage of medium armor, which is wasteful and means he doesn't have the armor class to stand up in melee despite being melee cleric. It's hard to do a cleric ''wrong'' in the Pathfinder rules but the general opinion is that he could be a lot better than he is. The ''Enhanced Edition'' shifted this a bit to give him access to heavy armor when you get him.

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*** In Sosiel's case, he's focused in Medium armor but he doesn't have anything approaching the Dexterity bonus to take advantage of medium armor, which is wasteful and means he doesn't have the armor class to stand up in melee despite being melee cleric. It's hard to do a cleric ''wrong'' in the Pathfinder rules but the general opinion is that he could be a lot better than he is. The ''Enhanced Edition'' shifted this a bit to give him access to heavy armor when you get him.him, but because he is so much higher level compared to the characters you get before him, he still starts off with issues that can't be fixed and make using him a potential hindrance.


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** Party members cannot be respeeced past the starting level they join you at. This is fine for characters who join early on, since they join low enough that missing one or two levels that you can adjust isn't a big deal, but later party members join high enough that the player can't adjust them to better fit the party they want, making later characters significantly less viable as the game goes on. A good comparison is Seelah and Sosiel; functionally both are similar (melee fighters with Positive Energy spells), but because Seelah joins you at the very start of the game, the player can build her to be a powerful character who can be adjusted to fit the situation easily, whereas Sosiel, who joins hours later at a higher level, is going to be stuck having to be built around the already set levels he has, preventing him from being as viable due to that.
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* SpecialEffectsFailure: One of the random events in Drezen is the arrival of a Children's Crusade - but the "children" are obviously adult models shrunk down.

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* SpecialEffectsFailure: One of the random events in Drezen is the arrival of a Children's Crusade - but the "children" are obviously adult character models shrunk down.
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* SpecialEffectsFailure: One of the random events in Drezen is the arrival of a Children's Crusade - but the "children" are obviously adult models shrunk down.

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* ImprovedSecondAttempt: The original ''Wrath of the Righteous'' Adventure Path was infamous for the meeting with Iomedae being jarringly out of character, and being annoying to handle because she basically would hurt the player characters if they spoke to her in a way she didn't like, souring a lot of people's perceptions of her as a character. Owlcat went out of their way to have the meeting with Iomedae be significantly more aligned with how she is written in the broader ''Pathfinder'' lore, while still having her be slightly at odds with the Commander to maintain the spirit of the original meeting, making her better received thanks to the changes.



** But none of these compare to the Swarm Path. Consumed by hatred and hunger, it dosen't matter what path the Commander was before. If they commit to being a Swarm, their phyiscal body is destroyed and reformed as a crawling disgusing mass of insects, which is enough to scare away literally every party member, even those who would otherwise be okay with following a Lich or Demon. If you save Ciar and the other mercenary leaders at the City of Iz, you get the option at Drezen to systematically devour every one of your followers. You get a graphic description of each and every one of their deaths at the clawing ravenous mouths of your vescavores. The ending is arguably the scariest one of all, because the Worldwound is still open, and now the Swarm Commander is simply feeding off the endless armies of the Abyss, growing larger and larger until nothing will ever be able to stop it...

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** But none of these compare to the Swarm Path. Consumed by hatred and hunger, it dosen't doesn't matter what path the Commander was before. If they commit to being a Swarm, their phyiscal body is destroyed and reformed as a crawling disgusing mass of insects, which is enough to scare away literally every party member, even those who would otherwise be okay with following a Lich or Demon. If you save Ciar and the other mercenary leaders at the City of Iz, you get the option at Drezen to systematically devour every one of your followers. You get a graphic description of each and every one of their deaths at the clawing ravenous mouths of your vescavores. The ending is arguably the scariest one of all, because the Worldwound is still open, and now the Swarm Commander is simply feeding off the endless armies of the Abyss, growing larger and larger until nothing will ever be able to stop it...
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Amber is listed as a BBC, so she can't be an Ensemble Darkhorse.


** Ember's childlike AllLovingHero writing and tragic backstory have a way of evoking VideoGameCaringPotential even among people roleplaying Evil characters.
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** Terendelev is introduced at the start of the game as a seemingly important character, who very clearly spots something off about the player characters situation and wants to help them. Then only a few minutes later, Deskari drops in and kills her with ease, preventing any exploration or interactions with her. Even later when she's revived as an undead dragon, the only way to do anything is to pick the Dragon Mythic Path, otherwise you beat her and she's gone again.
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Per TRS, this is YMMV

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* CameraScrew: Maps with a lot of elevation changes like the Lost Chapel can wreak havoc with camera placement in turn-based mode.
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those reddit screenshots are taken on unfair mode, where npc allies get inflated stats and yaker is inexplicably a massive beneficiary of this probably because of his advanced level. his core difficulty stats cap at 18


** Yaker is a minor Hellknight character who basically exists to get you to your first encounter with Regill, and whom the player can later convince Regill not to punish for deserting his post to go get the Commander. He's otherwise a bit of a dork for a Hellknight. He's proven popular enough for people to make a mod to make him romanceable, and fan art of him exists. This got even bigger when people noticed that Yaker's in game are stats higher than most end game [=PCs=] (His lowest attribute is a 24 in int/wis!), making a bit of a meme of the idea that Regill would think he can have Yaker whipped for desertion when Yaker severely outclasses his level 6 boss.

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** Yaker is a minor Hellknight character who basically exists to get you to your first encounter with Regill, and whom the player can later convince Regill not to punish for deserting his post to go get the Commander. He's otherwise a bit of a dork for a Hellknight. He's proven popular enough for people to make a mod to make him romanceable, and fan art of him exists. This got even bigger when people noticed that Yaker's in game are stats higher than most end game [=PCs=] (His lowest attribute is a 24 in int/wis!), Yaker in-game has 15 class levels, making a bit of a meme of the idea that Regill would think he can have Yaker whipped for desertion when Yaker severely outclasses his level 6 boss.
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Not a YMMV trope


* DeathByIrony: Not necessarily his final death, but if you kill Deskari while playing as a gold dragon- something only made possible by using the shed scales of a silver dragon he killed- he contributed to putting the player on the path which led to his own demise.
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** Yaker is a minor Hellknight character who basically exists to get you to your first encounter with Regill, and whom the player can later convince Regill not to punish for deserting his post to go get the Commander. He's otherwise a bit of a dork for a Hellknight. He's proven popular enough for people to make a mod to make him romanceable, and fan art of him exists. This got even bigger when people noticed that Yaker's in game are stats higher than most end game [=PCs=] (His lowest attribute is a 24 in int/wis!), making a bit of a meme of the idea that Regill would think he can have Yaker whipped for desertion when Yaker severely outclasses his level 6 boss.
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None


** Related to the above, the LawfulNeutral dialogue options have received a lot of flak. While they should tend towards the rule of law, a lot of them seem to veer into AllCrimesAreEqual where execution is brought up as the sole punishment for basically any crime even light ones. Some options are just nonsensical too (A lawful dialogue option will encourage Sosiel to kill a prisoner he's taken even as he's just brought up that doing so would violate his oath to Shelyn, meaning the "lawful" option is to encourage oathbreaking). Because of the aforementioned issue with corner alignment, it can be particularly hard for Paladins to find in-character lawful options to balance their NeutralGood choices.

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** Related to the above, the LawfulNeutral Lawful dialogue options have received a lot of flak. While they should tend towards the rule of law, a lot of them seem to veer into AllCrimesAreEqual where execution is brought up as the sole punishment for basically any crime even light ones. Some options are just nonsensical too (A lawful dialogue option will encourage Sosiel to kill a prisoner he's taken even as he's just brought up that doing so would violate his oath to Shelyn, meaning the "lawful" option is to encourage oathbreaking). Because of the aforementioned issue with corner alignment, it can be particularly hard for Paladins to find in-character lawful options to balance their NeutralGood choices.
Is there an issue? Send a MessageReason:
None

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** Related to the above, the LawfulNeutral dialogue options have received a lot of flak. While they should tend towards the rule of law, a lot of them seem to veer into AllCrimesAreEqual where execution is brought up as the sole punishment for basically any crime even light ones. Some options are just nonsensical too (A lawful dialogue option will encourage Sosiel to kill a prisoner he's taken even as he's just brought up that doing so would violate his oath to Shelyn, meaning the "lawful" option is to encourage oathbreaking). Because of the aforementioned issue with corner alignment, it can be particularly hard for Paladins to find in-character lawful options to balance their NeutralGood choices.

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TRS wick cleanupTier Induced Scrappy has been split and disambiguated


* LowTierLetdown:
** Sosiel and [[spoiler:Staunton]] both get a bit of this for the same reason - their builds are bad and include unnecessary or useless things you can't remove. Later patches have made this a ''bit'' better, but they can still struggle.
*** In Sosiel's case, he's focused in Medium armor but he doesn't have anything approaching the Dexterity bonus to take advantage of medium armor, which is wasteful and means he doesn't have the armor class to stand up in melee despite being melee cleric. It's hard to do a cleric ''wrong'' in the Pathfinder rules but the general opinion is that he could be a lot better than he is. The ''Enhanced Edition'' shifted this a bit to give him access to heavy armor when you get him.
*** As for [[spoiler: Staunton]] they suffer because their build is ''all over the place.'' They have tower shield proficiency with a two-handed weapon, which requires a feat that isn't in the game to work, have 18 Dexterity yet wear full plate, have Dazzling Display but no Persuasion to use it with, and have a feat that specializes in enabling combat maneuvers despite not having any maneuvers to perform. It's a hot mess of a build that nobody quite knows what to do with.
** Regill also has a case of this. Being the 2nd to last non path specific companion that can be recruited, he comes with a whooping 6 levels already stated. And they are in two fairly bad classes. He has 5 levels of Armiger fighter, considered one of the worse fighter subclasses due to losing feats (the main point of being a fighter), and 1 level of Hellknight, which is a strictly worse Paladin. Compounding this, Regill is built around dex (He in fact starts with a higher Dex than Lann, the party archer, does), and two weapon fighting with the gnome hook hammer. This makes him ill suited for the Hellknight's main draw, reducing the penalties of heavier armor (a benefit which for added irony, Regill is too low level to even qualify for), when Regill's best used with light armor or unarmored using the archmage armor mythic power (See above). So you're left with only 14 levels to try and salvage some use out of Regill by making him pick any other class he could be passable at rather than waste further precious levels on Hellknight. There's a certain humor that the character whose entire schtick is being the consumate professional Hellknight should avoid taking levels in the class by all means. Funnily enough, the game ''itself'' compensates to a degree by making his gear selection earlier on incredibly good; he begins play with Adamantine Full Plate +2, which is better than anything you likely have when meeting him, there's a good ring of deflection in his recruitment area, and a little exploring of Lost Chapel provides you with an ''excellent'' Axiomatic hooked hammer, which gives him tremendous bonuses against chaotic enemies (and guess what 80%+ of the enemies in this game are). All this together actually keeps him competitive and even quite good for the climax of chapter 2 and much of chapter 3; it's only really chapter 4 and beyond that a doggedly "canon" Regill will start to really feel the pinch of his undertuned classes.
** A rare deliberate example with [[spoiler: Trever.]] He is only recruitable [[LateCharacterSyndrome in Act IV, well past the midway point of the game]]. This means the player is unlikely to have any niche for him to fill that isn't covered by other party members, and with too few levels left to put him in one even if they didn't. He's also [[spoiler: taken five levels in the Paladin and Hellknight classes, which [[GameplayAndStoryIntergration accurately reflects his backstory]]...as does his alignment shift to Chaotic Neutral, which renders him unable to use any of the abilities from either class]]. Suffice to say his suboptimal levelling and lack of growth potential will leave him on the back bench for any player who did go to the effort of saving him.



* TierInducedScrappy:
** Sosiel and [[spoiler:Staunton]] both get a bit of this for the same reason - their builds are bad and include unnecessary or useless things you can't remove. Later patches have made this a ''bit'' better, but they can still struggle.
*** In Sosiel's case, he's focused in Medium armor but he doesn't have anything approaching the Dexterity bonus to take advantage of medium armor, which is wasteful and means he doesn't have the armor class to stand up in melee despite being melee cleric. It's hard to do a cleric ''wrong'' in the Pathfinder rules but the general opinion is that he could be a lot better than he is. The ''Enhanced Edition'' shifted this a bit to give him access to heavy armor when you get him.
*** As for [[spoiler: Staunton]] they suffer because their build is ''all over the place.'' They have tower shield proficiency with a two-handed weapon, which requires a feat that isn't in the game to work, have 18 Dexterity yet wear full plate, have Dazzling Display but no Persuasion to use it with, and have a feat that specializes in enabling combat maneuvers despite not having any maneuvers to perform. It's a hot mess of a build that nobody quite knows what to do with.
** Regill also has a case of this. Being the 2nd to last non path specific companion that can be recruited, he comes with a whooping 6 levels already stated. And they are in two fairly bad classes. He has 5 levels of Armiger fighter, considered one of the worse fighter subclasses due to losing feats (the main point of being a fighter), and 1 level of Hellknight, which is a strictly worse Paladin. Compounding this, Regill is built around dex (He in fact starts with a higher Dex than Lann, the party archer, does), and two weapon fighting with the gnome hook hammer. This makes him ill suited for the Hellknight's main draw, reducing the penalties of heavier armor (a benefit which for added irony, Regill is too low level to even qualify for), when Regill's best used with light armor or unarmored using the archmage armor mythic power (See above). So you're left with only 14 levels to try and salvage some use out of Regill by making him pick any other class he could be passable at rather than waste further precious levels on Hellknight. There's a certain humor that the character whose entire schtick is being the consumate professional Hellknight should avoid taking levels in the class by all means.
*** Funnily enough, the game ''itself'' compensates to a degree by making his gear selection earlier on incredibly good; he begins play with Adamantine Full Plate +2, which is better than anything you likely have when meeting him, there's a good ring of deflection in his recruitment area, and a little exploring of Lost Chapel provides you with an ''excellent'' Axiomatic hooked hammer, which gives him tremendous bonuses against chaotic enemies (and guess what 80%+ of the enemies in this game are). All this together actually keeps him competitive and even quite good for the climax of chapter 2 and much of chapter 3; it's only really chapter 4 and beyond that a doggedly "canon" Regill will start to really feel the pinch of his undertuned classes.
** A rare deliberate example with [[spoiler: Trever.]] He is only recruitable [[LateCharacterSyndrome in Act IV, well past the midway point of the game]]. This means the player is unlikely to have any niche for him to fill that isn't covered by other party members, and with too few levels left to put him in one even if they didn't. He's also [[spoiler: taken five levels in the Paladin and Hellknight classes, which [[GameplayAndStoryIntergration accurately reflects his backstory]]...as does his alignment shift to Chaotic Neutral, which renders him unable to use any of the abilities from either class]]. Suffice to say his suboptimal levelling and lack of growth potential will leave him on the back bench for any player who did go to the effort of saving him.
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*** Blackwater's reputation is not helped by the fact that it was created as part of a Kickstarter backer's tier bonus, a level to their design and specifications; veterans of ''VideoGame/PathfinderKingmaker'' might have little fondness for backer content after their encounters with Darven and the Hellknights in that game.

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*** Blackwater's reputation is not helped by the fact that it was created as part of a Kickstarter backer's tier bonus, a level to their design and specifications; veterans of ''VideoGame/PathfinderKingmaker'' might have little fondness for backer content after their encounters with Darven and the Hellknights in that game. What IS helpful is that Blackwater is actually completely optional.
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None

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*** Blackwater's reputation is not helped by the fact that it was created as part of a Kickstarter backer's tier bonus, a level to their design and specifications; veterans of ''VideoGame/PathfinderKingmaker'' might have little fondness for backer content after their encounters with Darven and the Hellknights in that game.
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None

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* DeathByIrony: Not necessarily his final death, but if you kill Deskari while playing as a gold dragon- something only made possible by using the shed scales of a silver dragon he killed- he contributed to putting the player on the path which led to his own demise.
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** Derrazand, the balor in front of the Drezen citadel at the climax of chapter 2. He's not particularly hard to beat, and that's the problem: his battle is scripted to run for six rounds, at which point Greybor appears and tries and fails to stab him InTheBack; cue VillainExitStageLeft. It's completely possible to knock him down to zero HP before that but still have him be up and about merrily slaughtering the [=NPCs=] for a couple rounds longer.

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** Derrazand, Darrazand, the balor in front of the Drezen citadel at the climax of chapter 2. He's not particularly hard to beat, and that's the problem: for a long time, his battle is was scripted to run for six rounds, at which point Greybor appears and tries and fails (and fails) to stab him InTheBack; cue VillainExitStageLeft. It's completely possible to knock him down to zero HP before that that, but still have him be up and about merrily slaughtering the [=NPCs=] (and then moving on to your team) for a couple rounds longer.longer. The event was eventually patched so that, once Darrazand passes a certain HP threshold, Greybor moves in early to conclude the encounter.
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Disambiguation


** But none of these compare to the Swarm Path, the game's KillEmAll route. Consumed by hatred and hunger, it dosen't matter what path the Commander was before. If they commit to being a Swarm, their phyiscal body is destroyed and reformed as a crawling disgusing mass of insects, which is enough to scare away literally every party member, even those who would otherwise be okay with following a Lich or Demon. If you save Ciar and the other mercenary leaders at the City of Iz, you get the option at Drezen to systematically devour every one of your followers. You get a graphic description of each and every one of their deaths at the clawing ravenous mouths of your vescavores. The ending is arguably the scariest one of all, because the Worldwound is still open, and now the Swarm Commander is simply feeding off the endless armies of the Abyss, growing larger and larger until nothing will ever be able to stop it...

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** But none of these compare to the Swarm Path, the game's KillEmAll route.Path. Consumed by hatred and hunger, it dosen't matter what path the Commander was before. If they commit to being a Swarm, their phyiscal body is destroyed and reformed as a crawling disgusing mass of insects, which is enough to scare away literally every party member, even those who would otherwise be okay with following a Lich or Demon. If you save Ciar and the other mercenary leaders at the City of Iz, you get the option at Drezen to systematically devour every one of your followers. You get a graphic description of each and every one of their deaths at the clawing ravenous mouths of your vescavores. The ending is arguably the scariest one of all, because the Worldwound is still open, and now the Swarm Commander is simply feeding off the endless armies of the Abyss, growing larger and larger until nothing will ever be able to stop it...
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* NightmareFuel: There's a LOT of messed up stuff that happens in this game, to the point where you could probably place it in the Action-Horror category if it was first-person.
** The mongrels being forced to commit cannibalism against their will in the Shield Maze is accompanied by disgustingly gruesome sound effects, along with bloody squishing and splashing on screen. Later, Wenduag is all too happy to tell how she gleefully eats her fellow mongrels for demonic [[CannibalismSuperpower power]] and lures others to force them to do the same.
** The Lich Path is not for the faint of heart. Unlike the more chaotic Demon Path, a Lich Commander's quest is about gradually losing their humanity and all sense of compassion, becoming a cold-hearted tyrant over time. This involves performing some truly cruel actions, not the least of which is condemning some truly virtuous souls to an eternity of pain and servitude, essentially turning them into slaves.
** But none of these compare to the Swarm Path, the game's KillEmAll route. Consumed by hatred and hunger, it dosen't matter what path the Commander was before. If they commit to being a Swarm, their phyiscal body is destroyed and reformed as a crawling disgusing mass of insects, which is enough to scare away literally every party member, even those who would otherwise be okay with following a Lich or Demon. If you save Ciar and the other mercenary leaders at the City of Iz, you get the option at Drezen to systematically devour every one of your followers. You get a graphic description of each and every one of their deaths at the clawing ravenous mouths of your vescavores. The ending is arguably the scariest one of all, because the Worldwound is still open, and now the Swarm Commander is simply feeding off the endless armies of the Abyss, growing larger and larger until nothing will ever be able to stop it...
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*** Some of the spells can also be dramatic in their effect. Second Breath, Joy of Life and Heroes Never Surrender are the really famous ones: these restore companion abilities to their max, spells up to fifth level for companions, and the last is both abilities '''and''' spells up to seventh level for companions. The power of spell restoration in the field is fairly obvious (it makes Nenio, Camellia, Daeran and Ember potentially lethal, for one thing), but the ability restoration can be just as dramatic - this is things like Smites or Camellia's sword buffing. For Seelah and Regill, this can in fact be absolutely transformational - Smites are a bit infamous as a "neat, but you always feel like you should save it for Something Important and end up not using it much" ability, but getting even a single "reload" of them turns Smites into something you'll use constantly against anything reasonably big and reasonably evil or chaotic. Adding upwards of twenty flat damage and buffed Charisma modifier to hit to every meaningful attack Regill does, for example, does a ''whole'' lot to make Hellknight more worth it than it otherwise is (as described further down), and Seelah of course turns from just a tank to an offensive powerhouse when she can be a lot more liberal with Smites. The big one, though, is that it restores any kind of non-spell ability... '''''including Cleric domain abilities like Guarded Hearth'''''. GH is absolutely infamous for being one of the most powerful non-spell abilities available to players in ''Pathfinder'', period, and getting Impossible Domain: Community for Sosiel first thing is nearly memetic advice for anyone trying to use him. Even at just one use per rest, having his massive Wisdom provide a huge Sacred-type buff (so it stacks with a number of other buffs) to your attack rolls and saving throws is enormously helpful. Being able to do so ''multiple times'' per rest (upwards of seven times, at the higher mythic ranks) transforms the party into a warded rolling death ball for any truly significant fight and makes the high ACs of many enemies ''far'' more manageable. These spells completely transform the way you play the game and have a massive impact on how a number of characters play, and set up right, some of them can absolutely start obliterating things if you play your cards right.

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*** Some of the spells can also be dramatic in their effect. Second Breath, Joy of Life and Heroes Never Surrender are the really famous ones: these restore companion abilities to their max, spells up to fifth level for companions, and the last is both abilities '''and''' spells up to seventh level for companions. The power of spell restoration in the field is fairly obvious (it makes Nenio, Camellia, Daeran and Ember potentially lethal, for one thing), but the ability restoration can be just as dramatic - this is things like Smites or Camellia's sword buffing. For Seelah and Regill, this can in fact be absolutely transformational - Smites are a bit infamous as a "neat, but you always feel like you should save it for Something Important and end up not using it much" ability, but getting even a single "reload" of them turns Smites into something you'll use constantly against anything reasonably big and reasonably evil or chaotic. Adding upwards of twenty flat damage and buffed Charisma modifier to hit to every meaningful attack Regill does, for example, does a ''whole'' lot to make Hellknight more worth it than it otherwise is (as described further down), and Seelah of course turns from just a tank to an offensive powerhouse when she can be a lot more liberal with Smites. The big one, though, is that it restores any kind of non-spell ability... '''''including Cleric domain abilities like Guarded Hearth'''''. GH is absolutely infamous for being one of the most powerful non-spell abilities available to players in ''Pathfinder'', period, and getting Impossible Domain: Community for Sosiel first thing is nearly memetic advice for anyone trying to use him. Even at just one use per rest, having his massive Wisdom provide a huge Sacred-type buff (so it stacks with a number of other buffs) to your attack rolls and saving throws is enormously helpful. Being able to do so ''multiple times'' per rest (upwards of seven times, at the higher mythic ranks) transforms the party into a warded rolling death ball for any truly significant fight and makes the high ACs [=ACs=] of many enemies ''far'' more manageable. These spells completely transform the way you play the game and have a massive impact on how a number of characters play, and set up right, some of them can absolutely start obliterating things if you play your cards right.

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*** But this isn't even the end of LBF insanity. The way it works, you see, is that per-combat, your companions can remain active even after taking knockout or ''fatal'' damage for a number of hits equal to your charisma modifier (so five hits at CHA 20, for example). This is, if you'll remember, a stat you can ''buff'' and/or get equipment for. It's not too terribly difficult to arrange things so that your friends can remain standing for ten hits or more even after they're supposed to be dead. Moreover, this ''stacks'' with the Last Stand power: first, your buddies will go below 0 but get two turns of invincibility, and then they'll stay up until they exhaust their hit count. Because oh yeah, did we mention this effect only ends at the end of combat? The number of hits your CHA can tank is the only limiting factor. And you can even still heal people in this state with things like Breath of Life to get them back into a "normal" state! The end result is that it can be amazingly hard to kill Azata parties if they're set up right, which makes the path a perennial favorite of folks challenging Last Azlanti mode. Angel might have more defensive buffs, but Azata provides that critical defense against the status effect of "freakin' dead".
*** Some of the spells can also be dramatic in their effect. Second Breath, Joy of Life and Heroes Never Surrender are the really famous ones: these restore companion abilities to their max, spells up to fifth level for companions, and the last is both abilities '''and''' spells up to seventh level for companions. The power of spell restoration in the field is fairly obvious, but the ability restoration can be just as dramatic - this is things like Smites or Camellia's sword buffing. For Seelah and Regill, this can in fact be absolutely transformational - Smites are a bit infamous as a "neat, but you always feel like you should save it for Something Important and end up not using it much" ability, but getting even a single "reload" of them turns Smites into something you'll use constantly against anything reasonably big and reasonably evil or chaotic. Adding upwards of twenty flat damage and buffed Charisma modifier to hit to every meaningful attack Regill does, for example, does a ''whole'' lot to make Hellknight more worth it than it otherwise is (as described further down), and Seelah of course turns from just a tank to an offensive powerhouse when she can be a lot more liberal with Smites. The big one, though, is that it restores any kind of non-spell ability... '''''including Cleric domain abilities like Guarded Hearth'''''. GH is absolutely infamous for being one of the most powerful non-spell abilities available to players in ''Pathfinder'', period, and getting Impossible Domain: Community for Sosiel first thing is nearly memetic advice for anyone trying to use him. Even at just one use per rest, having his massive Wisdom provide a huge Sacred-type buff (so it stacks with a number of other buffs) to your attack rolls and saving throws is enormously helpful. Being able to do so ''multiple times'' per rest transforms the party into a warded rolling death ball for any truly significant fight and makes the high ACs of many enemies ''far'' more manageable. These spells completely transform the way you play the game and have a massive impact on how a number of characters play, and set up right, some of them can absolutely start obliterating things if you play your cards right.

to:

*** But this isn't even the end of LBF insanity. The way it works, you see, is that per-combat, per-combat (not per-day, mind you, this effect ''resets after combat''), your companions can remain active even after taking knockout or ''fatal'' damage for a number of hits equal to your charisma modifier (so five hits at CHA 20, for example). This is, if you'll remember, a stat you can ''buff'' and/or get equipment for. It's not too terribly difficult to arrange things so that your friends can remain standing for ten hits or more even after they're supposed to be dead. Moreover, this ''stacks'' with the Last Stand power: first, your buddies will go below 0 but get two turns of invincibility, and then they'll stay up until they exhaust their hit count. Because oh yeah, did we mention this effect only ends at the end of combat? The number of hits your CHA can tank is the only limiting factor. And you can even still heal people in this state with things like Breath of Life to get them back into a "normal" state! The end result is that it can be amazingly hard to kill Azata parties if they're set up right, which makes the path a perennial favorite of folks challenging Last Azlanti mode. Angel might have more defensive buffs, but Azata provides that critical defense against the status effect of "freakin' dead".
dead". The ''only'' drawback to all this is that, if your buddies are in the "dead zone" of HP when combat ends, [[CriticalExistenceFailure they will immediately keel over dead once the fight's done]]. And if everyone but you is in this state (or gets put down through your CHA bonus), you'll die too.
*** Some of the spells can also be dramatic in their effect. Second Breath, Joy of Life and Heroes Never Surrender are the really famous ones: these restore companion abilities to their max, spells up to fifth level for companions, and the last is both abilities '''and''' spells up to seventh level for companions. The power of spell restoration in the field is fairly obvious, obvious (it makes Nenio, Camellia, Daeran and Ember potentially lethal, for one thing), but the ability restoration can be just as dramatic - this is things like Smites or Camellia's sword buffing. For Seelah and Regill, this can in fact be absolutely transformational - Smites are a bit infamous as a "neat, but you always feel like you should save it for Something Important and end up not using it much" ability, but getting even a single "reload" of them turns Smites into something you'll use constantly against anything reasonably big and reasonably evil or chaotic. Adding upwards of twenty flat damage and buffed Charisma modifier to hit to every meaningful attack Regill does, for example, does a ''whole'' lot to make Hellknight more worth it than it otherwise is (as described further down), and Seelah of course turns from just a tank to an offensive powerhouse when she can be a lot more liberal with Smites. The big one, though, is that it restores any kind of non-spell ability... '''''including Cleric domain abilities like Guarded Hearth'''''. GH is absolutely infamous for being one of the most powerful non-spell abilities available to players in ''Pathfinder'', period, and getting Impossible Domain: Community for Sosiel first thing is nearly memetic advice for anyone trying to use him. Even at just one use per rest, having his massive Wisdom provide a huge Sacred-type buff (so it stacks with a number of other buffs) to your attack rolls and saving throws is enormously helpful. Being able to do so ''multiple times'' per rest (upwards of seven times, at the higher mythic ranks) transforms the party into a warded rolling death ball for any truly significant fight and makes the high ACs of many enemies ''far'' more manageable. These spells completely transform the way you play the game and have a massive impact on how a number of characters play, and set up right, some of them can absolutely start obliterating things if you play your cards right.right.
*** Speaking of spells, the "Favorable Magic" superpower is also fairly nuts. With it, any time a spell forces the enemy to make a defensive check, the enemy has to roll twice and take the worse result. This can make the humble Grease spell even more silly - anything vulnerable to it has to roll twice and hope it doesn't come up low. Applied to higher level spells, though, it gets even more frightening - how about rolling twice for the hard disable that is Phantasmal Web? Phantasmal Putrefaction? Acid Pit or Rift of Ruin? ''Weird''? Forcing the enemy to roll twice on every save can lead to some truly hilarious results and leave even major bosses unable to retaliate. And the cherry on top? ''You'' get to roll every check to overcome the ever-annoying spell resistance stat, and you take the ''better'' result!

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** Azatas' Life-Bonding Friendship superpower grants the benefit of all teamwork feats they possess to every ally in a 50-foot radius. Inquisitors benefit greatly from this, since they get bonus teamwork feats.

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** Azatas' Life-Bonding Friendship And then there's the Azata path. Good lord, the Azata path. All of the paths get to do some truly powerful things, but the right application of Azata Nonsense[[TradeSnark ™]] allows you to properly snap the game over your knee.
*** To kick things off, the Azata's "Life-Bonding Friendship"
superpower grants the benefit of all teamwork feats they possess to every ally in a 50-foot radius. Inquisitors benefit greatly from this, since they radius, and grants one such feat when you get it and another at the next rank up. Inquisitors, or any other class/archetype that gets bonus teamwork feats.feats anyway, can go absolutely bonkers with this and free up tons of space in companions' builds for other needful things. Even just by itself, though, it's an incredibly easy way to give, say, Outflank and Precise Strike to your whole team, and you can pick it up the base superpower itself and the first feat as early as [[spoiler:getting the first half of the Lexicon of Paradox from the Old Lab]]. And of course, even minimal feat investment in your own build can pay dividends, if you so choose.
*** But this isn't even the end of LBF insanity. The way it works, you see, is that per-combat, your companions can remain active even after taking knockout or ''fatal'' damage for a number of hits equal to your charisma modifier (so five hits at CHA 20, for example). This is, if you'll remember, a stat you can ''buff'' and/or get equipment for. It's not too terribly difficult to arrange things so that your friends can remain standing for ten hits or more even after they're supposed to be dead. Moreover, this ''stacks'' with the Last Stand power: first, your buddies will go below 0 but get two turns of invincibility, and then they'll stay up until they exhaust their hit count. Because oh yeah, did we mention this effect only ends at the end of combat? The number of hits your CHA can tank is the only limiting factor. And you can even still heal people in this state with things like Breath of Life to get them back into a "normal" state! The end result is that it can be amazingly hard to kill Azata parties if they're set up right, which makes the path a perennial favorite of folks challenging Last Azlanti mode. Angel might have more defensive buffs, but Azata provides that critical defense against the status effect of "freakin' dead".
*** Some of the spells can also be dramatic in their effect. Second Breath, Joy of Life and Heroes Never Surrender are the really famous ones: these restore companion abilities to their max, spells up to fifth level for companions, and the last is both abilities '''and''' spells up to seventh level for companions. The power of spell restoration in the field is fairly obvious, but the ability restoration can be just as dramatic - this is things like Smites or Camellia's sword buffing. For Seelah and Regill, this can in fact be absolutely transformational - Smites are a bit infamous as a "neat, but you always feel like you should save it for Something Important and end up not using it much" ability, but getting even a single "reload" of them turns Smites into something you'll use constantly against anything reasonably big and reasonably evil or chaotic. Adding upwards of twenty flat damage and buffed Charisma modifier to hit to every meaningful attack Regill does, for example, does a ''whole'' lot to make Hellknight more worth it than it otherwise is (as described further down), and Seelah of course turns from just a tank to an offensive powerhouse when she can be a lot more liberal with Smites. The big one, though, is that it restores any kind of non-spell ability... '''''including Cleric domain abilities like Guarded Hearth'''''. GH is absolutely infamous for being one of the most powerful non-spell abilities available to players in ''Pathfinder'', period, and getting Impossible Domain: Community for Sosiel first thing is nearly memetic advice for anyone trying to use him. Even at just one use per rest, having his massive Wisdom provide a huge Sacred-type buff (so it stacks with a number of other buffs) to your attack rolls and saving throws is enormously helpful. Being able to do so ''multiple times'' per rest transforms the party into a warded rolling death ball for any truly significant fight and makes the high ACs of many enemies ''far'' more manageable. These spells completely transform the way you play the game and have a massive impact on how a number of characters play, and set up right, some of them can absolutely start obliterating things if you play your cards right.
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** The merged spellbooks for specific classes and Mythic paths (angel for divine and lich for arcane) combined with abundant casting. Merged spellbooks mean that the Commander's caster level is combined from both their character level and mythic level, allowing them to access level 8 or 9 spells far earlier than normal. This can lead to a cleric or oracle being able to access the extremely powerful bolt of justice spell and its AOE variant, which does massive damage on all enemies, and having abundant spell slots to keep the damage piled up.

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** The merged spellbooks for specific classes and Mythic mythic paths (angel for divine and lich for arcane) combined with abundant casting. Merged spellbooks mean that the Commander's caster level is combined from both their character level and mythic level, allowing them to access level 8 or 9 spells far earlier than normal. This can lead to a cleric or oracle being able to access the extremely powerful bolt of justice spell and its AOE variant, which does massive damage on all enemies, and having abundant spell slots to keep the damage piled up. This is ''so'' prominent that one of the game's most popular mods on PC is devoted to making spellbook merging work for a far wider number of class and archetype combinations, including the seven-spell-level mythics, simply for the purpose of trying to even out the power gain curve between the various mythic paths!

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** As the flagship feature of the game, Mythic Paths have been very heavily scrutinized and, in some areas, found wanting. While the game makes a big deal out of Mythic Paths and the impact they have on the game not all of them are equally well-written or implemented. The Evil options, which were especially touted in prerelease advertisement, suffer the most due to the Adventure Path the game is based on being primarily designed to function for Good-aligned (or at least Neutral) characters, with Evil ones being forced into an EvilVersusOblivion scenario and ultimately feeling somewhat tacked on. Evil options also cause you to permanently lose some companions[[labelnote:*]]Seelah will abandon a Lich PC due to her paladin oaths and ''everyone'' abandons a Swarm-That-Walks PC because they die and begin working for Deskari[[/labelnote]] while Good and Neutral paths generally[[labelnote:*]]Camellia will abandon an Aeon path PC[[/labelnote]] give you choices to keep opposed characters around, even if those options would be extremely out of character for the PC. There's also plenty of criticism that the 'second tier' Mythic Paths (Devil, Gold Dragon, Legend, and Swarm-That-Walks) appear too late in the campaign to have a meaningful impact on the story since it's mostly over by then. Swarm and Devil in particular suffer even more as they are unlocked ''deep'' into Act 5, while Gold Dragon and Legend are at least unlocked near the start of Act 5 (and Legend is at least a ''bit'' better integrated into the story conceptually as an obvious solution to a problem the Commander faces). The second tier paths also suffer from a narrative hurdle as the story never really brings up how your character just abandoned their previous mythic path. The commander will just behave like the new Mythic path was always the one they were on, despite having used another for most of the story.

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** As the flagship feature of the game, Mythic Paths have been very heavily scrutinized and, in some areas, found wanting. While the game makes a big deal out of Mythic Paths and the impact they have on the game not all of them are equally well-written or implemented. The Evil options, which were especially touted in prerelease advertisement, suffer the most due to the Adventure Path the game is based on being primarily designed to function for Good-aligned (or at least Neutral) characters, with Evil ones being forced into an EvilVersusOblivion scenario and ultimately feeling somewhat tacked on. Evil options also cause you to permanently lose some companions[[labelnote:*]]Seelah will abandon a Lich PC due to her paladin oaths and ''everyone'' abandons a Swarm-That-Walks PC because they die and begin working for Deskari[[/labelnote]] while Good and Neutral paths generally[[labelnote:*]]Camellia will abandon an Aeon path PC[[/labelnote]] give you choices to keep opposed characters around, even if those options would be extremely out of character for the PC. There's also plenty of criticism that the 'second tier' Mythic Paths (Devil, Gold Dragon, Legend, and Swarm-That-Walks) appear too late in the campaign to have a meaningful impact on the story since it's mostly over by then. Swarm and Devil in particular suffer even more as they are unlocked ''deep'' into Act 5, while Gold Dragon and Legend are at least unlocked near the start of Act 5 (and Legend is at least a ''bit'' better integrated into the story conceptually as an obvious solution to a problem the Commander faces). faces).
***
The second tier paths also suffer from a narrative hurdle as the story never really brings up how your character just abandoned their previous mythic path. The commander will just behave like the new Mythic path was always the one they were on, despite having used another for most of the story. Legend is, again, a ''bit'' better about this because you abandoning your previous path is an event that occurs in-story with a questline and the rest of the Legend quest acknowledges what you gave up, but it ends up being slightly awkward that the rest of the game just kind of dodges what mythic you used to be on that path. [[spoiler:With one exception. Due to the process of going Legend, you have earned Vorlesh's ''infinite'' ire and your final discussion with her proceeds significantly differently, and in such a way that hard-locks you out of the secret ending.]]



*** Compounding this is that most enemies's "aggro radius" is ''not'' immediate vision range. While this is nice in that you aren't typically jumped the instant anything sees you, non-patrolling enemies thus become total ambush fodder for archers naturally. This makes melee stealth even more worthless, because why bother trying to stealth if most encounters are going to begin with you having a bonus round anyway?



** Sosiel and [[spoiler: Staunton]] both get a bit of this for the same reason - Their builds are bad and include unnecessary or useless things you can't remove.
*** In Sosiel's case, he's focused in Medium armor but he doesn't have anything approaching the Dexterity bonus to take advantage of medium armor, which is wasteful and means he doesn't have the armor class to stand up in melee despite being melee cleric. It's hard to do a cleric ''wrong'' in the Pathfinder rules but the general opinion is that he could be a lot better than he is.

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** Sosiel and [[spoiler: Staunton]] [[spoiler:Staunton]] both get a bit of this for the same reason - Their their builds are bad and include unnecessary or useless things you can't remove.
remove. Later patches have made this a ''bit'' better, but they can still struggle.
*** In Sosiel's case, he's focused in Medium armor but he doesn't have anything approaching the Dexterity bonus to take advantage of medium armor, which is wasteful and means he doesn't have the armor class to stand up in melee despite being melee cleric. It's hard to do a cleric ''wrong'' in the Pathfinder rules but the general opinion is that he could be a lot better than he is. The ''Enhanced Edition'' shifted this a bit to give him access to heavy armor when you get him.
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May HAVE, not may OF.


*** Mentioned above, but still deserves it's own mention, in Act 5 [[spoiler:you start with NONE of the army that you had exiting Act 3. You have to rebuild it nearly from scratch. And you don't even have the resources you ended Act 3 with, you have to regain those too. You at least keep your generals, your recruitment rates, and your forts, but otherwise you are essentially starting over from scratch. Worst still, there was a bug that persisted for several weeks on launch where moving to the world map at the start of Act 5 could result in a huge demon army immediately marching from the edge of the map to Drezen in one turn, slaughtering what few reinforcements you may of been given before you even have a chance to organize them in to an army.]]

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*** Mentioned above, but still deserves it's own mention, in Act 5 [[spoiler:you start with NONE of the army that you had exiting Act 3. You have to rebuild it nearly from scratch. And you don't even have the resources you ended Act 3 with, you have to regain those too. You at least keep your generals, your recruitment rates, and your forts, but otherwise you are essentially starting over from scratch. Worst still, there was a bug that persisted for several weeks on launch where moving to the world map at the start of Act 5 could result in a huge demon army immediately marching from the edge of the map to Drezen in one turn, slaughtering what few reinforcements you may of have been given before you even have a chance to organize them in to an army.]]
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*** Funnily enough, the game ''itself'' compensates to a degree by making his gear selection earlier on incredibly good; he begins play with Adamantine Full Plate +2, which is better than anything you likely have when meeting him, there's a good ring of deflection in his recruitment area, and a little exploring of Lost Chapel provides you with an ''excellent'' Axiomatic hooked hammer, which gives him tremendous bonuses against chaotic enemies (and guess what 80%+ of the enemies in this game are). All this together actually keeps him competitive and even quite good for the climax of chapter 2 and much of chapter 3; it's only really chapter 4 and beyond that a doggedly "canon" Regill will start to really feel the pinch of his undertuned classes.
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The Finnean bit is too big a deal to hide behind tags, and the paths are well known enough that they aren’t spoilers.


** '''The alignment system.''' Just like in the last game, it's not very well-liked. Owlcat attempted to address concerns from [[YMMV/PathfinderKingmaker the last game]] that alignment-affecting dialogue options were too restrictive because each one was tied to both the Law/Chaos and Good/Evil axes by making it so that alignment-related choices in this game only affected one axis. [[MortonsFork Players don't like this either,]] in large part due to the reason stated below. Some part of this can be blamed on Owlcat continuing to track alignment on a circle rather than the square grid used by predecessors like [[Creator/{{Interplay}} Interplay's]] [[VideoGame/BaldursGate many]] [[VideoGame/PlanescapeTorment famous]] [[VideoGame/IcewindDale titles]] and [[Creator/BioWare [=BioWare's=]]] [[VideoGame/NeverwinterNights series]], since the circular nature of it ''still'' means every choice is a two-axis choice, they're all just Lawful Neutral, Chaotic Neutral, Neutral Good, or Neutral Evil. This makes it possible to lose classes tied to a 'corner' alignment like Paladin (Lawful Good) by siding too much with one half of that alignment (becoming either Neutral Good or Lawful Neutral), something not possible in conventional grid-based alignment systems.
** As the flagship feature of the game, Mythic Paths have been very heavily scrutinized and, in some areas, found wanting. While the game makes a big deal out of Mythic Paths and the impact they have on the game not all of them are equally well-written or implemented. The Evil options, which were especially touted in prerelease advertisement, suffer the most due to the Adventure Path the game is based on being primarily designed to function for Good-aligned (or at least Neutral) characters, with Evil ones being forced into an EvilVersusOblivion scenario and ultimately feeling somewhat tacked on. Evil options also cause you to permanently lose some companions[[labelnote:*]]Seelah will abandon a Lich PC due to her paladin oaths and ''everyone'' abandons a Swarm-That-Walks PC because they die and begin working for Deskari[[/labelnote]] while Good and Neutral paths generally[[labelnote:*]]Camellia will abandon an Aeon path PC[[/labelnote]] give you choices to keep opposed characters around, even if those options would be extremely out of character for the PC. There's also plenty of criticism that the 'second tier' Mythic Paths ([[spoiler: Devil, Gold Dragon, Legend, and Swarm-That-Walks]]) appear too late in the campaign to have a meaningful impact on the story since it's mostly over by then. Swarm and Devil in particular suffer even more as they are unlocked ''deep'' into Act 5, while Gold Dragon and Legend are at least unlocked near the start of Act 5 (and Legend is at least a ''bit'' better integrated into the story conceptually as an obvious solution to a problem the Commander faces). The second tier paths also suffer from a narrative hurdle as the story never really brings up how your character just abandoned their previous mythic path. The commander will just behave like the new Mythic path was always the one they were on, despite having used another for most of the story.

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** '''The alignment system.''' Just like in the last game, it's not very well-liked. Owlcat attempted to address concerns from [[YMMV/PathfinderKingmaker the last game]] that alignment-affecting dialogue options were too restrictive because each one was tied to both the Law/Chaos and Good/Evil axes by making it so that alignment-related choices in this game only affected one axis. [[MortonsFork Players don't like this either,]] in large part due to the reason stated below. Some part of this can be blamed on Owlcat continuing to track alignment on a circle rather than the square grid used by predecessors like [[Creator/{{Interplay}} Interplay's]] [[VideoGame/BaldursGate many]] [[VideoGame/PlanescapeTorment famous]] [[VideoGame/IcewindDale titles]] and [[Creator/BioWare [=BioWare's=]]] [[VideoGame/NeverwinterNights series]], since the circular nature of it ''still'' means every choice is a two-axis choice, they're all just Lawful Neutral, Chaotic Neutral, Neutral Good, or Neutral Evil. This makes it possible to lose classes tied to a 'corner' alignment like Paladin (Lawful Good) by siding too much with one half of that alignment (becoming either Neutral Good or Lawful Neutral), something not possible in conventional grid-based alignment systems.
systems. To top it all off, Evil choices get the shaft akin to Chaotic Evil ones in the prior game, as most of the time that you see the tag for an evil choice, it tends to be [[StupidEvil killing someone, often who you have no reason to kill and either get nothing out of killing them, or are worse off if you kill them]].
** As the flagship feature of the game, Mythic Paths have been very heavily scrutinized and, in some areas, found wanting. While the game makes a big deal out of Mythic Paths and the impact they have on the game not all of them are equally well-written or implemented. The Evil options, which were especially touted in prerelease advertisement, suffer the most due to the Adventure Path the game is based on being primarily designed to function for Good-aligned (or at least Neutral) characters, with Evil ones being forced into an EvilVersusOblivion scenario and ultimately feeling somewhat tacked on. Evil options also cause you to permanently lose some companions[[labelnote:*]]Seelah will abandon a Lich PC due to her paladin oaths and ''everyone'' abandons a Swarm-That-Walks PC because they die and begin working for Deskari[[/labelnote]] while Good and Neutral paths generally[[labelnote:*]]Camellia will abandon an Aeon path PC[[/labelnote]] give you choices to keep opposed characters around, even if those options would be extremely out of character for the PC. There's also plenty of criticism that the 'second tier' Mythic Paths ([[spoiler: Devil, (Devil, Gold Dragon, Legend, and Swarm-That-Walks]]) Swarm-That-Walks) appear too late in the campaign to have a meaningful impact on the story since it's mostly over by then. Swarm and Devil in particular suffer even more as they are unlocked ''deep'' into Act 5, while Gold Dragon and Legend are at least unlocked near the start of Act 5 (and Legend is at least a ''bit'' better integrated into the story conceptually as an obvious solution to a problem the Commander faces). The second tier paths also suffer from a narrative hurdle as the story never really brings up how your character just abandoned their previous mythic path. The commander will just behave like the new Mythic path was always the one they were on, despite having used another for most of the story.



** As with other video game properties based on the D&D ruleset, Weapon Focus and its associated feats are sometimes criticized for requiring foreknowledge of how the game designers chose to distribute the loot, and how many high-quality weapons of a given type even exist. Without it, you may end up having to use an inferior weapon for a long time because there's just no better alternative of the type you're specialized in available. Exotic weapons have it especially rough as you have to guess which ones are even going to be in the game since you can only pick proficiency in one exotic weapon at a time. Worsened by the fact that the Commander should logically be able to have equipment custom-made for them, given their position. A popular GameMod exists as a workaround which makes focus apply to weapon families rather than individual weapon types. The talking weapon Finnean is also in the game by default to ameliorate the problem, but as described above, he has his own issues [[spoiler: and permanently becomes a longsword if the good end to his questline is chosen]].

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** As with other video game properties based on the D&D ruleset, Weapon Focus and its associated feats are sometimes criticized for requiring foreknowledge of how the game designers chose to distribute the loot, and how many high-quality weapons of a given type even exist. Without it, you may end up having to use an inferior weapon for a long time because there's just no better alternative of the type you're specialized in available. Exotic weapons have it especially rough as you have to guess which ones are even going to be in the game since you can only pick proficiency in one exotic weapon at a time. Worsened by the fact that the Commander should logically be able to have equipment custom-made for them, given their position. A popular GameMod exists as a workaround which makes focus apply to weapon families rather than individual weapon types. The talking weapon Finnean is also in the game by default to ameliorate the problem, but as described above, he has his own issues [[spoiler: and permanently becomes a longsword if the good end to his questline is chosen]].chosen.

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