Jermu
Arbiter
- Joined
- Aug 13, 2017
- Messages
- 1,644
I wonder if you can change companions attributes after recruiting there are few awful distributions (class and stuff would most likely require mod)
oh well I have read too much wiki figuring out builds going to chill now until there is more information
none of the companions looked too interesting to me so most likely going to go with custom party but going to test em out anyway
oh well I have read too much wiki figuring out builds going to chill now until there is more information
none of the companions looked too interesting to me so most likely going to go with custom party but going to test em out anyway
11 devotion paladin / 1 fiend warlock
6-9 devotion paladin / 2-3 fighter / 1-3 fiend
1 level dip to warlock looks very good for dark one's blessing, need to see spell list + invocations before deciding which level warlock to get
11 moon druid / 1 monk
melee potential, 6th level spells and dip for unarmored defense + martial arts (no idea if arts work with wild shape might depend on beast)
might be trash build since needs lvl 18 for casting while wild shaped
11 lore bard / 1 life cleric
10 lore bard / 2 the great old one warlock
full caster 6th level spells, cleric dip for disciple of life + medium/heavy armor, shield and other proficiencies
or 5th level spells + agonizing blast. if resting is not much limited I would think 1 cleric is better than 2 warlock
12 evocation/abjuration/necromancy wizard or 11 wizard / 1 x for final level need to see if something would be useful after playing
don't remember last game where pure wizard was a bad choice
looks pretty good, 3 chars able to cast 6th level spells and 2 chars should be decent enough for melee / tanking
no high level cleric spells but lore bard can pick any up to 5th level with magical secrets
6-9 devotion paladin / 2-3 fighter / 1-3 fiend
1 level dip to warlock looks very good for dark one's blessing, need to see spell list + invocations before deciding which level warlock to get
11 moon druid / 1 monk
melee potential, 6th level spells and dip for unarmored defense + martial arts (no idea if arts work with wild shape might depend on beast)
might be trash build since needs lvl 18 for casting while wild shaped
11 lore bard / 1 life cleric
10 lore bard / 2 the great old one warlock
full caster 6th level spells, cleric dip for disciple of life + medium/heavy armor, shield and other proficiencies
or 5th level spells + agonizing blast. if resting is not much limited I would think 1 cleric is better than 2 warlock
12 evocation/abjuration/necromancy wizard or 11 wizard / 1 x for final level need to see if something would be useful after playing
don't remember last game where pure wizard was a bad choice
looks pretty good, 3 chars able to cast 6th level spells and 2 chars should be decent enough for melee / tanking
no high level cleric spells but lore bard can pick any up to 5th level with magical secrets