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Pathfinder Pathfinder: Kingmaker Builds and Strats Thread

razvedchiki

Magister
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May 25, 2015
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on the back of a T34.
every time i see that avatar it reminds me of 1000 dmg BOINKS of the haploik school of combat:lol:
 

SuperAlex

Barely Literate
Joined
Jan 28, 2022
Messages
1
Hello! Big noob, first time poster, but interested in learning!
Has anyone tried to do a 'horde' style Kingmaker gang, where each character has an animal companion? This might require call of the wild... When I gave it a look, a lot of my characters ended up with less than ideal skill distributions.
 

LannTheStupid

Товарищ
Patron
Joined
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Messages
3,195
Location
Soviet Union
Pathfinder: Wrath
Hello! Big noob, first time poster, but interested in learning!
Has anyone tried to do a 'horde' style Kingmaker gang, where each character has an animal companion? This might require call of the wild... When I gave it a look, a lot of my characters ended up with less than ideal skill distributions.
1. Yes, it can be done without mods.
2. It can be done with the main hero and the group of mercenaries.
3. It can be done with the main hero and the story companions, because most of them join early.

As you stated "interested in learning" I would suggest closing the forum, opening the game and trying to make your horde.
 

Yosharian

Arcane
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Location
Grand Chien
Hello! Big noob, first time poster, but interested in learning!
Has anyone tried to do a 'horde' style Kingmaker gang, where each character has an animal companion? This might require call of the wild... When I gave it a look, a lot of my characters ended up with less than ideal skill distributions.
You'll get sick of it eventually because they require a lot of buffing
 

Bloodeyes

Arcane
Joined
Jan 30, 2007
Messages
2,946
Hello! Big noob, first time poster, but interested in learning!
Has anyone tried to do a 'horde' style Kingmaker gang, where each character has an animal companion? This might require call of the wild... When I gave it a look, a lot of my characters ended up with less than ideal skill distributions.

It doesn't require CoTW, in fact I'd recommend against using that otherwise excellent mod for what you're planning. CoTW does allow any class to take an animal companion by taking Skill focus: Lore nature (prerequisite), Animal ally (At level 5) and then boon companion ASAP to get the thing up to level. This is true. So you can play classes that were not meant to have animals single class, without playing nerfed subclass versions. But there's a catch.

Animal companions are nerfed by the mod. Big time. They have been knocked back a couple levels in their progression. They can wear some items, you can level them manually and give them feats like Outflank and Improved critical (bite) but it's never enough to make them feel strong, especially at high level. You're also limited in your choices of animal companion by that mod. Only the druid gets them all AFAIK.

I just ran a party to dungeon level 51 in Beneath the Stolen Lands (using CoTW), and one of them had an animal companion. By the time the party was level 20 I was skipping its turns because I couldn't be bothered sitting through all of its attacks, almost all of which missed. Its damage was shit too, even when it hit. Having a dog pick locks and disarm traps was kind of funny but not worth it. I didn't even bother rezzing it when it died. Which it did, constantly, because its saves were trash.

If you want a pack of animals go with the vanilla game and use a custom party. Try CoTW on your second playthrough. It's best to go vanilla the first time anyway. Play classes that get animal companions - Druid, Ranger, the barbarian subclass, Sylvan Sorceror or Sacred Huntsmaster (I don't recommend Sacred Huntsmaster, standard Inquisitor with animal domain is better). If you dip into other classes keep it to 4 levels or less and take boon companion. Keep a slot or two in your party for companions when you need to do their quests and otherwise use your hires. You can also play a cleric or inquisitor that worships Erastil or Gozreh and take the animal domain and then boon companion at level 5.

Just remember that your animal companion levels based on your level in the class that gave it to you, and that it starts levelling when you get it (so classes like cleric and ranger must take boon companion to make up for its lost levels). Boon companion only compensates for up to four class levels of progression for the animal and is unnecessary for classes which start with an animal. The animal caps at level 16 when you reach level 20 in the class that gave it to you (or effective level 20 with boon companion) and there is no way of getting it above level 16. I kind of hate animal companions for this reason. You give up a bit to get them, they're big and always blocked by someone on their turn and at the end they cannot hit things and so become nearly useless (lots of buffs can help with this a bit). Still, they're insanely strong in the early to mid game and unfair players seem to value them immensely as immortal tanks. So they have their place.

That's by far the simplest way of doing this. I'd suggest using dimension door (mass) to get through doors in dungeons if you play in turn based mode. In general keep that spell handy (on a character with good initiative) for getting your massive party through tight spaces.
 
Self-Ejected

Atlet

Self-Ejected
Vatnik
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1,613
I'm considering playing as Druid (druid defender of the true world or basic druid, still not sure), Aaasimar (Plumekith, for the +2 racial bonus to Dexterity and Wisdom) or Human (for the extra feat and skill point) with one level Multi on monk for the Wis AC.

I'm considering playing sth like 7 20 16 7 18 7 and using weapon finesse and Amulet of Agile Fists to disregard completely STR. I will use my druid as a melee char obv and I will play with Ekundayo to buff both our pets. Not gonna spend much feats on spelcasting, just basic stuff like Natural Spell, and gonna use more melee feats (like outflank, seize the moment, Shatter Defenses...). I know I'm not gonna do lots of damage in melee, but I'm planning to have my Smilidon and Ekundayo's Wolf to do that, and my main role will be summoning and buffing the party. Eventually healing.

My true question is if I just play as a base druid to use superior summoning (that only works with multiple summonings) in the higher levels and summon Feys. If, I use a DotTW sub, I will be able to only summon animals.

What do you think?
 
Last edited:

Bloodeyes

Arcane
Joined
Jan 30, 2007
Messages
2,946
I'm considering playing as Druid (druid defender of the true world or basic druid, still not sure), Aaasimar (Plumekith, for the +2 racial bonus to Dexterity and Wisdom) or Human (for the extra feat and skill point) with one level Multi on monk for the Wis AC.

I'm considering playing sth like 7 20 16 7 18 7 and using weapon finesse and Amulet of Agile Fists to disregard completely STR. I will use my druid as a melee char obv and I will play with Ekundayo to buff both our pets. Not gonna spend much feats on spelcasting, just basic stuff like Natural Spell, and gonna use more melee feats (like outflank, seize the moment, Shatter Defenses...). I know I'm not gonna do lots of damage in melee, but I'm planning to have my Smilidon and Ekundayo's Wolf to do that, and my main role will be summoning and buffing the party. Eventually healing.

My true question is if I just play as a base druid to use superior summoning (that only works with multiple summonings) in the higher levels and summon Feys. If, I use a DotTW sub, I will be able to only summon animals.

What do you think?

I dunno man. Either should work right? So just follow whatever character concept you have in mind and see how it goes. Your build sounds viable so play it and see if it's good or not. I've never played that or wanted to so I can't say if it works or not. As for what I think of your build, opinions on builds are like assholes. Everyone's got 'em and they all stink. I think it sounds like it would work and if you end up enjoying playing it then it's a good build.

I don't summon much, but when I do I avoid summoning Brealani Azatas. The zap lightning through your own dudes. So if the fey summoning Druid summons them then don't, be evil instead to summon redcaps or just summon animals. I've only played one druid and I didn't summon much, I'm more of a cleric guy.

Personally I don't like summons. They take too long to get in the fight and even with augmented and superior summoning they get too little AB. I'm not a fan of using DEX unless it's required either. Like ranged characters, Sword Saints, rogues. Anything else I've found STR is just more straightforward and satisfying. Functions sooner. I've never really missed the AC. I'm not a fan of multiclassing casters unless it's totally needed either. I like fast spell progression.

But these are my preferences and what you're suggesting sounds fine.

Were I to play a druid I'd do it differently. I'd go blight druid so I didn't have to deal with an animal companion. I'd probably dump my DEX and INT and take heavy armour proficiency. Then I'd wear that druid heavy armour you get from your artisan, the stuff that wildshapes with you. I'd start with 18 STR, 14 in CON and 19 WIS then level WIS.

Probably something like

18
8
14
7
19
7

1. Toughness + heavy armour proficiency

3. Spell focus - Transmutation

5. Power attack

7. Augmented summoning

9. Superior summoning

11. Improved critical - Scythe

13. Spell focus Evocation or greater spell focus transmutation. Haven't looked at the druid spell list lately.

15.Greater spell focus evocation or a metamagic feat like empower spell, maximize spell or quicken spell.

17. Spell penetration

19. Greater spell penetration

But that's what I'd do. Everyone has a different playstyle that they enjoy and different ways of achieving the same ends. It sounds like you already know how to make a character in this system so you don't really need my opinions. As I said your build sounds fine.
 

razvedchiki

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on the back of a T34.
is there any point to take some lvls of 2handed warrior in a barbarian build? like 3 lvls of 2handed and the rest barbarian.

also its better to go 1 fighter/19 cleric for melee reach cleric or crusader?
 

Haplo

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Pillars of Eternity 2: Deadfire
Depends? What is your purpose? With 3 levels you're not getting Weapon Training. Overhand Chop? Are you gonna do single attacks a lot? Vital Strikes?
If so, maybe it makes sense.
In general Mutation Warrior is the stronger archetype, though. And question whether its worth to delay the Barb progression...

As for the cleric question - it again depends. Are you gonna melee a lot? If so, it might be worth it. Probably not on a Crusader, though. He gets bonus feats himself and appears more shield focused (due to his narrow bonus feat list).
 

razvedchiki

Magister
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May 25, 2015
Messages
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Location
on the back of a T34.
want mainly barb for pounce and the stances, was wondering is some lvls of fighter would add anything of value ( yea the 3 are for the overhand chop). if mutation warrior was in kingmaker i would take it no doubt, with legend in wrath mutation 20/instictual 20 is very good.
the cleric will melee and use whatever spell slots for buffing/removing afflictions/resurecting.
 

Bloodeyes

Arcane
Joined
Jan 30, 2007
Messages
2,946
also its better to go 1 fighter/19 cleric for melee reach cleric or crusader?

I've played many different variations on the Cleric. It's an amazing class with so many different, awesome things to do with it and the heavy hitting giant melee buffing cleric is one of the best. Whatever you pick your character will end up awesome if you stick with him until level 13-14.

Unless you're really feat starved in your build I think standard cleric with no dips is better than crusader or Fighter 1 cleric. There's nothing wrong with a fighter 1 cleric or a crusader, either can be a fine character. You can't really fuck up a cleric. The class is too good. But my personal preference is not to sacrifice spells per day and a domain for the couple good feats you get from crusader, and dipping for martial weapons proficiency and heavy armour proficiency doesn't feel worth the loss of caster level, spell progression, domain power progression and channel energy progression. One level isn't crippling, but personally I don't think it's worth the three good feats (martial weapons, heavy armour and improved critical). Losing a domain is tolerable, most aren't essential but they're a load of fun and make your character feel unique and different from the other clerics in your party. I prefer having two.

For my own characters when I play a build like that I just fit in heavy armour proficiency, improved critical and Exotic weapon proficiency - Fauchard or pick a deity that has a weapon I like so I don't need a proficiency. Actually I play modded so I always use the favored weapon. Channel smite + guided hand is too good to not use unless I'm not doing melee at all. Plus there's a spell in the modded game that makes any weapon reach for minute*level so weapon choice isn't a huge deal.

Shelyn has a glaive if you don't mind your character being gay. If you want the armour for AC and not just looks you could play a lawful character and take a 1 level traditional monk dip. This is stronger than just wearing armour. It comes with all the aforementioned downsides of dipping but the huge boost to AC is worth it, and there are several good options for your bonus feat. I personally prefer just taking the armour proficiency, or just using medium armour and putting on a belt of physical flow or physical perfection +6 to get my max dodge bonus from armour but that's a me thing. I like spells more than a small increase in AC from heavy armour or the big increase from monk AC. Heavy armour looks way cooler though.

The feats list on crusader is very limited so unless you need those specific feats to make something work and can't figure any way to fit them in it's usually better to just sacrifice something else. War domain gives a bonus feat btw, so that's an option to fit something else in there. Crusader has its place but I always consider it a last resort. A human war domain crusader is the most feats you can have on a single class cleric though.

As for being better than Fighter 1, I think it depends on if you need specifically those feats or just proficiencies. If it's just the proficiencies and you can't just take them I'd say it's a judgement call. You reach spell levels slower, have a lower caster level, lower cleric level for powers and channel, but you get more spells per day once you do max a spell level, and you get a second domain. Depends what you prefer. Either is valid, if you need it.

I'm currently running Harrim as a crusader because it was the only way I could get his build functioning before the end game. But I tried not to because it gimps the shit out of his casting. Those buffs are like gold. Hopefully it ends up being worth it, if not I'll change him back.
 

tkx

Barely Literate
Joined
Feb 22, 2022
Messages
5
I've been reading the thread and didn't find much on this, so here's some notes on Alchemist / Arcane Bomber synergies:

Precise Bombs discovery also works with the Arcane Bomber's bombs.
Bomber's Eye and Targetted Admix only works with Alchemist's bombs.
Fast Bombs discovery works with the Arcane's bombs too.
Extra Bombs feat adds +4 to each class, for a total of +8.
Alchemical Weapon can be used with Arcane's bombs too (it seems to be an extra attack of its own).
A single Spellblast Bomb will affect all bombs in a full-round attack, but only works with Arcane's bombs.

202109181420041196.png


I tested with all three valid Alchemist kits (Default, Grenadier, Chirurgeon), and I also tested all four elemental bomb types of the Arcane Bomber. It might work in WotR too since it's (for the most part) the same code, but I can't test that one.
I recommend going -> Grenadier 08 / Arcane Bonber 12.

Decent enough defense, lots of Bombs and good AoE damage, but you are limited to level 06 spells (which didn't matter much since almost all of them went into Spellblast) and the ocasional resistance.
 

Yosharian

Arcane
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Grand Chien
The idea with Arcane Bomber is to go straight 20 and use bombs to complement your spellcasting, not multiclass with Alchemist - that defeats the whole purpose of taking the archetype in the first place.

The problem with AB is that it gives up too much and your bombs are just a little too underpowered to really affect enemies all that much IMO

I toyed a little with this archetype but in the end there are just much better options
 

gurugeorge

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Strap Yourselves In
The idea with Arcane Bomber is to go straight 20 and use bombs to complement your spellcasting, not multiclass with Alchemist - that defeats the whole purpose of taking the archetype in the first place.

The problem with AB is that it gives up too much and your bombs are just a little too underpowered to really affect enemies all that much IMO

I toyed a little with this archetype but in the end there are just much better options

I haven't played PFK in a while so i don't know if this is an option (maybe with COTW?) but when I was playing PFWOTR the option of the thief bomber subclass (forget its name, Underground Chemist?) allowed one to have sneak attack for bombs, which is actually quite nice. Start with Arcane Bomber for a level (or two or three? can't remember) so that you get the arcane bombs from the start, then go into the bombing thief subclass for IIRC 3 levels to get the ability to sneak attack with those arcane bombs and the (otherwise useless) flasks, then continue with Arcane Trickster to keep up the spellcasting levels, plus a moderately decent level of sneak attacks, and finish with Arcane Bomber. You're one short of full spellcasting, but as a trade off (and with high initiative) you get to sneak attack with arcane bombs and flasks, and can even deal a bit of melee damage with sneak attacks now and then, which is surprisingly handy (because of occasional positioning happenstances). Not really an Unfair build, but a versatile and fun rp build on lower diffs.
 

tkx

Barely Literate
Joined
Feb 22, 2022
Messages
5
how is it any better than straight grenadier 20?
It isn’t better, as the Grenadier is a really strong archetype. In essence you trade versatility for damage. +12 per bomb per enemy with a spellblast lv. 6 (in the image my MC dealt +96 combined points of extra damage than she would in a 20 Grenadier). I’ve also heard the Arcebic Ring might double dip with arcane bombs, but I can’t confirm this one because I didn’t run into this ring during my test run. Using create pit was quite helpful for clustering mobs for the bombardment. It’s basically a trash disposal unit.

The idea with Arcane Bomber is to go straight 20 and use bombs to complement your spellcasting, not multiclass with Alchemist - that defeats the whole purpose of taking the archetype in the first place.

The problem with AB is that it gives up too much and your bombs are just a little too underpowered to really affect enemies all that much IMO

I toyed a little with this archetype but in the end there are just much better options
I saw somewhere that Precise Bombs also works with arcane bombs, so my general intention was to go and see what works and what doesn’t between the classes as much as I could. I understand what you’re saying though, both from reading a lot and some of my own tests. Generally speaking, one shouldn’t deviate from the base class, specially with spellcasters. But once I found out fast bombs works too, I tried to see how much I could act as if it was just another alchemist archetype.
I did find the damage satifying. I won’t say it’s the most optimized of builds, but I will nominate it for the “decent enough awards” (tm).
If it’s worth mentioning it, I did my test run on default hard with RtwP on the Tenebrous Depths.

tkx you are using a custom party?
Yup. Tenebrous Depths custom party on default hard. Builds are: Grenadier 8 / Arcane Bomber 12 Elf MC on slot 4, and then (from left to right) Human Aldori Defender 10 / Swordlord 10, Orc Divine Guardian 20, Half-Elf TWF Deliverer 20, Tiefling Flame Dancer 20 with javelin/throwing axes and a unarmed Dwarf Chirurgeon 20.


If anything, I will at least garantee that the MC ended up being a better idea than my punching doc'.
 

tkx

Barely Literate
Joined
Feb 22, 2022
Messages
5
A few questions, if anyone mind answering:

Is it possible to build a Fighter around multiple Combat Maneuvers? Is it worth it? Straightforward as a Fighter might seems, I have never been able to build a satisfying one; except for Aldori. On another note, is a Flamewarden just a bad, gimmicky class? I tried turning Harrim into one because I thought about the idea of having him detonate upon death quite amusing, but I regret it considerably. All class features seem to be quite worthless (the weapon buff takes too long to apply, doesn't last enough, the spell selection seems kinda weak, and so on). I am open to the idea of me just be doing things the wrong way.
 

Sarathiour

Cipher
Joined
Jun 7, 2020
Messages
3,281
Is it possible to build a Fighter around multiple Combat Maneuvers?

It's not like there is a lot of them in the first case. Bull rush is more like a leftover of P&P, you don't to resort to such thing to make the AI walk into your aoe.
Disarm and sunder armor tend to be too situational in kingmaker, there is very few situation in the game when a single humanoid that is not a caster is threat. I guess it could have some use in Pitax, but it's probably already the easiest chapter of the game.
Trip is quite good, I build a slayer relying on it in varnhold's lot. Just be warned that there quite a few creature highly resist to it.
Never used dirty trick, I could see it being used, through echolocation was still very bugged last time I played the game, so idk for the actual version.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,515
Location
Grand Chien
A few questions, if anyone mind answering:

Is it possible to build a Fighter around multiple Combat Maneuvers? Is it worth it? Straightforward as a Fighter might seems, I have never been able to build a satisfying one; except for Aldori. On another note, is a Flamewarden just a bad, gimmicky class? I tried turning Harrim into one because I thought about the idea of having him detonate upon death quite amusing, but I regret it considerably. All class features seem to be quite worthless (the weapon buff takes too long to apply, doesn't last enough, the spell selection seems kinda weak, and so on). I am open to the idea of me just be doing things the wrong way.
Ehhhh not really, they are alright but not usually as good as just killing your opponent instead
 

Sarathiour

Cipher
Joined
Jun 7, 2020
Messages
3,281
I think that's why greater trip is considered so highly, whatever being tripped is probably ending up very dead from all the AoO
 

Bloodeyes

Arcane
Joined
Jan 30, 2007
Messages
2,946
I can't beat the spawn of Rovagug. My party is level 15, playing on hard difficulty. We can hit him, but he just doesn't take enough damage and he keeps dispelling our death ward. Does he have weaknesses that I'm missing or do I just need to come back at higher level?

I was thinking I could try coming back with more casters (I had a mostly melee party fighting him). Maybe try stacking some damage per round spells then hit him with hellfire ray a few times to soften him up... but I really doubt that will make the difference. I thought my party was pretty good, we've crushed everything else in the game so far with little effort, but I only managed to get about 1/4 at most of his health bar before game over.

Ideas? Here are the builds I have, if that helps:

Lematte - Inquisitor, sanctified slayer archetype (Main character)

1. Toughness + Power attack

3. Furious focus + (Teamwork feat) Precise strike

5. Weapon focus – Rapier

6. (Teamwork feat) Outflank

7. Cornugon smash

8. (Slayer talent) Style feat – Dazzling display

9. Shatter defences + (Teamwork feat) Back to back

11. Improved critical – Rapier

12. (Teamwork feat) Allied spellcaster

13. Spell focus – Enchantment

15. Greater spell focus – Enchantment + (Teamwork feat) Shake it off


16. (Slayer talent) Combat trick – Dreadful carnage

17. Accomplished sneak attacker + (Slayer talent) Intimidating prowess



Amiri - Barbarian, invulnerable rager archetype

1. Toughness + Exotic weapon proficiency – Bastard sword

2. (Rage power) Reckless stance

3. Power attack

4. (Rage power) Quick reflexes

5. Furious focus

6. (Rage power) Swift foot

7. Outflank

8. (Rage power) Increased damage reduction

9. Improved critical – Bastard sword

10. (Rage power) Increased damage reduction

11. Vital strike

12. (Rage power) Increased damage reduction

13. Devastating strike

14. (Rage power) Unrestrained rage

15. Raging brutality


16. (Rage power) Swift foot

17. Hammer the gap

Valerie - Standard fighter

1. Toughness + Exotic weapon proficiency – Bastard sword + (FB) Combat reflexes

2. (FB) Shield focus

3. Weapon focus – Bastard sword

4. (FB)Advanced armour training – Heavy armour specialization

5. Power attack

6. (FB) Outflank

7. Weapon finesse

8. (FB)Improved critical – Bastard sword

9. Advanced weapon training – Fighter’s finesse + (Advanced weapon training) Trained grace

10. (FB) Dazzling display

11. Cornugon smash

12. (FB) Shatter defences

13. Intimidating prowess + (Advanced weapon training) Dazzling intimidation

14. (FB) Dreadful carnage

15. Greater shield focus


16. (FB) Amour focus – Heavy armour focus

17. Greater weapon focus – Bastard sword + (Advanced weapon training) Trained initiative

Harrim - Cleric

1. Heavy armour proficiency

3. Selective channel

5. Power attack

7. Toughness

9. Outflank

11. Improved critical – Flail

13. Channel smite

15. Spell focus – Necromancy


17. Greater spell focus – Necromancy

Linzi - Bard

1. Precise shot

3. Spell focus – Enchantment

5. Deadly aim

6. Martial performance – Light crossbow

7. Point blank shot

9. Clustered shots

11. Improved critical – Light crossbow

13. Greater spell focus – Enchantment

15. Discordant voice


17. Dodge

Jubilost - Investigator, empiricist archetype

1. Weapon finesse

3. Weapon focus – Rapier + (Talent) Infusion

5. Fencing grace – Rapier + (Talent) Quick study

7. Piranha strike + (Talent) Mutagen

9. Outflank + (Talent) Combat inspiration

11. Improved critical + (Talent) Amazing inspiration

13. Toughness + (Talent) Expanded inspiration

15. Combat reflexes + (Talent) Tenacious inspiration


17. Critical focus + (Talent) Blinding strike

Jaethal - Slayer, Deliverer archetype

1. Toughness

3. Weapon focus – Scythe

4. (Slayer talent) Style feat – Power attack

5. Furious focus

6. (Slayer talent) (Style feat) Shatter defences

7. Cornugon smash

8.(Slayer talent) Intimidating prowess

9. Outflank

11. Combat reflexes

12. (Slayer talent) Reaping stalker

13. Vital strike

14. (slayer talent) Opportunist

15. Devastating strike


16. (Slayer talent) Dreadful carnage

17. Accomplished sneak attacker

Tristian - LG Ecclesitheirge 14, Traditional monk 1



Octavia - Arcane trickster (Generalist wizard + Swashbuckler to get into the class)

1. (Half elf bonus) Skill focus – Trickery + Precise shot + (Wizard bonus) Spell focus - Evocation

2. (Rogue)

3. (Wizard) Accomplished sneak attacker

5. (Arcane trickster) Greater spell focus – Evocation

7. Spell focus - Transmutation

9. Greater spell focus - Transmutation

11. Spell penetration

13. Greater spell penetration

15. Metamagic – Empower spell


16. (Wizard bonus) Metamagic – Maximize spell

17. Weapon focus – Ray



Regongar - Eldritch scion

1. Toughness

3. Power attack + (Magus arcana ) Arcane accuracy

5. Weapon focus – Scimitar + (Bonus feat) Combat casting

6. (Magus arcana) Enduring blade

7. Outflank

9. Metamagic – Empower spell + (Magus arcana) Empowered magic

11. Improved critical – Scimitar (Bonus feat) Spontaneous metafocus – Shocking grasp

12. (Magus arcana) Maximized magic

13. Combat reflexes

15. Metamagic – Maximize spell + (Magus arcana) Bane blade


17. Spontaneous metafocus – Vampiric touch + (Bonus feat) Greater weapon focus – Scimitar

Nok – Nok - Knife master

1. Toughness

2. (Talent) Combat trick – Martial weapons proficiency

3. Two weapon fighting + (Finesse training – Kukri)

4. (Talent) Weapon focus – Kukri

5. Double slice

6. (Talent) Canny observer

7. Piranha strike

8. (Talent) Fast stealth

9. Outflank

10. (Talent) Opportunist

11. Combat reflexes

12. (Talent) Double debilitation

13. Improved critical – Kukri

14. (Talent) Crippling strike

15. Hammer the gap


16. (Talent) Improved evasion

17. Critical focus

Ekundayo - Ranger

1. Point blank shot + Precise shot

2. (Style feat) Rapid shot

3. Weapon focus – Long bow

5. Boon companion

6. (Style feat) Manyshot

7. Clustered shots

9. Deadly aim

10. (Style feat) Improved critical – Long bow

11. Vital strike

13. Bullseye shot

14. (Style feat) Improved precise shot

15. Devastating strike


17. Hammer the gap

“Dog”

1. Dodge

3. Weapon focus – Bite

5. Power attack

7. Outflank

9. Combat reflexes

11. Improved critical – Bite


13. Toughness

Edit: Yeah tried again with a different party. I can get his health bar down to a bit under half and then we lose our death ward and start going down. I've tried the fight a bunch on times with the same result. This is a hell of a difficulty spike! I thought I was pretty good at this game but I actually suck. :(
 
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