Builds satellites for the 7th Chapter (Pathfinder: Kingmaker)
The main goal is to create a party which will not suffer in the 7th Chapter. Most of the heads traversed fairly easily in comparison with the latter. Pumping was tested in a complicated mode with patch 1.1.0 - 1.1.2.The backbone of the party: GG (dps with pet), Valerie Harim, Octavia. Further, this added party members depending on personal quests and Chapter 1) Amiri, Lindsey, 2) Jubilant, Ekundayo, 3) Knock-Knock, Lindsey, 4) Tristan, Amiri (in the tomb succeeded Gatal), 5) Leganger, Lindsay, 6) Amiri, Lindsey, 7) Amiri, Ekundayo.
Why everyone pumped Fight blind (needs Attention +3)? To be protected from the paralyzing AoE attacks eyes from the Wild hunt.
Why pumped malesnica Fight blind++ (needs Attention +15)? In the 7th Chapter in fights you will often get hit by blinding all enemies will be considered for you in full disguise (+50%). Hell will reduce debuff to 20%. And also not to lose the agility.
Why take malesnica hell back to Back (needs Attention +3)? To remove the enemies Numerical advantage and related effects is to Outflank and Attack secretly. To work satellites with the feature must be kept close to each other.
Why are builds under-17 level? In the current realities of the game as much as possible to gain 18 levels without using bugs and cheats. But it really has to only at the very end and it will not solve anything.
In this game there is no concept of agro and abilities of the enemies hold on the character. To tank Valerie, you must first get out of range of the enemies archers and a few milesnick will attack her. After the enemies attached - sum miles of damagaram. But we must remember that after several misses podpora on the tank (about 12-15) enemies may switch to the nearest satellite. Also on the tank will go anyway if the enemy falls to 20 (i.e. Crete). Therefore, an important indicator is also the damage absorption.
It is worth mentioning 2 things:
1) Trait Indomitable defender - Incredible evasion - 7-Chapter useless. It doesn't work with enemies who are above Valerie at LVL 4, and the wild hunt is 24 LVL. It is therefore important to have team hell back to Back.
2) Have the option of leveling up to LVL 13 Warrior It will give complete protection from Numerical advantage. And for this there is no need to keep a number of companion with the feature of back to Back. But in this case we lose 7 units of damage absorb and 2 evasion.
Skills: 3 points Mobility (for Defensive action), Attention, Nature.
2. WARRIOR. Trait: fluency in shield
3. WARRIOR. Feature: hitting the arrows with a shield
4. WARRIOR. +1 agility. Feature: back-to-Back.
5. WARRIOR. Trait to Outflank.
6. WARRIOR. Trait: shield Wall formation (works when another satellite with such a feature is not more 5 meters from Valerie. In my case Harrim)
7. WARRIOR. Trait: Brutal strike (set on auto)
8. UNBENDING DEFENDER. Strength +1.
9. UNBENDING DEFENDER. Trait: Battle blindly. Strut: a Vigorous defense.
10. UNBENDING DEFENDER.
11. UNBENDING DEFENDER. Fight blindly+. Strut: a Fearless defense
12. UNBENDING DEFENDER. Strength +1.
13. UNBENDING DEFENDER. Traits: Brutal strike+. Strut: damage Reduction+.
14. UNBENDING DEFENDER.
15. UNBENDING DEFENDER. Trait: Fight in the blind++. Strut: damage Reduction+
16. UNBENDING DEFENDER. Endurance+1.
17. UNBENDING DEFENDER. Hell: a Cruel blow ++
First, replaced the main weapon on Falchion. To get a higher chance of a critical. This gun is also easy to find +2 buff Arenae, later +4 and +5. Put in the second slot (avoid bugs). The second two-handed weapons (put in the 3rd slot) I advise you to take the Glaive has a longer range that will allow you to beat from the back rows, in close passages (for example: first +2 with fire damage you can get from the Nightmare in the 3rd Chapter, second to +5 divine and sonic damage to 6th)
Skills: Attention To Athletics, Mobility. 2 points instead of mobility you can throw in a Belief to complete the quest in the 5th Chapter.
2. BARBARIAN. Bonus rage: the Deadly stand
3. WARRIOR / WARRIOR two-handed sword (more just a warrior). Features a Crushing blow. Slashing blow.
4. WARRIOR. Strength +1. Feature: back-to-Back.
5. WARRIOR. Trait to Outflank.
6. WARRIOR. Hell: the Final slashing blow.
7. WARRIOR. Trait: Battle blindly
8. WARRIOR. Strength +1. Trait: fluency in the arms (Falchion).
9. WARRIOR. Trait: Improved critical blow (Falchion).
10. WARRIOR: Hell: a Critical accuracy.
11. WARRIOR. Trait: blind Fight +
12. WARRIOR. Strength +1. Trait: Familiar weapons (Falchion)
13. WARRIOR. Feature: Critical fatigue.
14. WARRIOR. Trait: Piercing blow.
15. WARRIOR. Trait: blind Fight++
16. WARRIOR. Strength +1. Feature: Critical usually expressed as weakness
17. WARRIOR. Trait: iron will
Skills: Agility, Cunning, Stealth, Persuasion (if not the GG's), Focus +3
2. BARD. Trait: Combat technique - Shooting up close. Spell: Oil
3. BARD. Trait: crack shot. Incantation: Bright explosion
4. BARD. Charisma +1. Spells: Heroism, to Feel vulnerable.
5. BARD. Mantra: Vagueness
6. BARD. Features: Battle technique - Magic attack (set on auto)
7. BARD. Trait: Long-lasting performance. Spells: Invisibility, Good hope, Haste.
8. BARD. Charisma +1. Spell: Overwhelming grief.
9. BARD. Trait: Favorite school of magic (Charm) Spell: Confusion.
10. BARD. Trait: Battle blindly. Spell: Immobilize humanoid Serenity. Immobilize The Monster.
11. BARD. Trait: Favorite school of magic + (Charm). Spell: Unbridled laughter, Invisibility high.
12. BARD. Charisma +1.
13. BARD. Feature: Overcoming magic. Spells: Deep slumber, Heroism higher, higher Dispersion of magic.
14. BARD. Trait: Combat technique - Vigilant fighter. Spell: Sequins, a Song of discord.
15. BARD. Feature: Overcoming magic+. Spells: the Fog of indecision.
16. BARD. Charisma +1. Spells: Freedom of movement, the Overwhelming presence, a Brilliant inspiration.
Skills: 3 points in Mobility (for Defensive action) Important, Religion.
2. PRIEST.
1st round to be filled by the Grace of the Godhead and Shield of faith (for petimezi)
3. PRIEST. Feature: back-to-Back.
2nd circle - the Suspension of the poison (broadcasting on the melee so as not to damage the characteristics of the poison of Spiders, Swarms, Centipedes), the Boneshaker, Protection from evil.
4. PRIEST. Wisdom +1.
5. PRIEST. Feature: the shield Wall.
3rd circle - the Suspension of the collective poison, Resistance to elements collective (protection from the bombs the enemy of the alchemists), the aura of the archon
6. PRIEST.
7. PRIEST: Hell: to flank.
4th circle - divine might (make you an excellent dps), Protection from death (invulnerable to loss levels and negative energy), Soboda movements (ignores Paralysis), Blade cristescu
8. PRIEST. Wisdom +1.
9. PRIEST. Trait: Fight in the blind.
5th circle, Righteous might (makes dps), Angelic aspect (adds damage absorption from evil creatures)
10. PRIEST.
11. PRIEST. Trait: Metaimage (Long spell)
6th -circle of Healing (heals, removes debuffs)
To make a long lasting spell:
a) Protection from death. 4th circle filled with spell - divine might (in the 7th Chapter of Freedom of Movement). 5th round dlitelnyj Protection from death.
b) the Explosion of a Banshee. Put it in the domain slot of the 6th and 7th round.
C) the Spirit of eagle. Set in the 7th round.
12. PRIEST. Wisdom+1
13. PRIEST. Trait: Battle blindly.
7th circle - Annihilation. Long spells described above.
14. PRIEST.
15. PRIEST. Fight blindly +
8th circle - the Angelic aspect of the Supreme.
16. PRIEST. Wisdom +1
17. PRIEST.
The 9th circle - a Tsunami, a Healing mass.
The main attack spells are: Magic missile, Scorching ray, fireball (main AoE), Scirocco (control and AoE), a Beam of Hellfire (in rare cases replaced Polar beam).
Be sure to use Metacity maximized spells. Allow you to maximize the damage of enhanced spells without changing circle. For example, enhanced fireball is when you use the scepter will inflict 100 damage to each target (excluding the extra damage from bone artifacts, and attack on the sly).
It is also advisable to buy the Great belt of ideal components (does spells 1-3 circle reinforced, long), the Amulet of the four elements (increases damage by 1 for every bone, including the attack on the sly), gloves the Lightest touch (then Corporal strengthening to throw in Endurance), head tiara mental perfection.
Skills: Agility, Cunning, Stealth, Magic, World. With increasing Intelligence - 3 points will go into account (for taking the Fight blind),
3. MAG. Features: Excellent attack on the sly.
1 - round is safely possible to score almost all slots Magic arrow., leaving 1-2 for Butter.
4. MAG. Intelligence +1. Spells: Web, Bull's strength (for melee).
The web can be added to the slot of specialization, the other to score a Scorching ray
5. MYSTICAL TRICKSTER. Trait: crack shot. Spells: Vagueness. The flaming arc.
6. MYSTICAL TRICKSTER. Skills: Mobility Trickery, Magic, Peace, Attention. Spells: Haste, See invisible collective.
Fireball you will learn from the scroll. You can divide the slots of the 3rd round between Acceleration and a ball of Fire.
7. MYSTICAL TRICKSTER. Trait: Favorite school of magic (Destruction). Spells: Slow, Stinking cloud.
8. MYSTICAL TRICKSTER. Intelligence +1. Spells: the Obsidian flow. Invisibility high.
Invisibility high continues to operate after you were found, providing total camouflage similar to the spell Haze.
9. MYSTICAL TRICKSTER. Trait: Familiar spell: Scorching ray (so that at level 10 it's 3 beam). Spells: dragon Breath, Confusion
10. MYSTICAL TRICKSTER. Spells: Fire snake, Baneful polymorph.
11. MYSTICAL TRICKSTER. Trait: Metaimage (heightened spell). Spells: Angelic aspect, an Ice prison
Do enhanced:
1) the Searing ray distributed in the slots of the 4th round
2) the fireball in the slots of the 5th round
12. MYSTICAL TRICKSTER. Intelligence +1. Familiar spell: the Sirocco. Spells: Heroism higher, Sirocco.
6th round hammered Scirocco (will allow to take out entire rooms of enemies)
Spielername room with Cyclops in the tomb Vardaka
13. MYSTICAL TRICKSTER: Trait: fluency weapon (Beam). The familiar spell, it appears. Spells: Ray of Hellfire, True vision.
14. MYSTICAL TRICKSTER. The familiar spell, it appears. Spell: a Legendary dimensions, mass Invisibility
7-th round can score Legendary size - kastuem for miles fighters.
15. MAG. Trait: Fight in the blind. Familiar spell: Beam of Hellfire (in order to get an additional 2 beams). Spells: Caustic eruption, Fire brand (kastuem on the tank and not afraid to hurt his fireballs).
16. MAG. Skill+1 Trait:Favorite school of magic + (Destruction).Familiar spell: a Ray of Hellfire. Spells: Polar ray, the Angelic aspect of the Supreme.
8th round hammered reinforced Beams of Hellfire.
17. MAG. Feature: Overcoming magic.
Skills. 5 points in Magic (to get class Dragon Apostle), then all things considered, Athletics, Use MAG. devices.
3. MAGUS. Features: Crushing blow. Arkan: Mystic precision. Spell: Hasty retreat.
4. MAGUS. Spell: Scorching ray, Blur.
5. MAGUS. Features: Chop, back to Back. Spell Mirror
6. THE DRAGON DISCIPLE.
7. THE DRAGON DISCIPLE. Features: to flank, Fight blindly.
8. THE DRAGON DISCIPLE. Spells: Magic arrow, lightning Strike, or haste.
9. THE DRAGON DISCIPLE. Hell: the Final slashing blow. Spell: Vampiric touch.
10. MAGUS. Arkan: Attack of the seer. Haze.
11. MAGUS. Trait: fluency weapon (Scimmy), Wearing medium armor (given machine). Spells: Acid arrow, Invisibility high, Dragon's breath.
12. MAGUS. Strength +1
13. MAGUS. Trait: Improved critical hit (Scimmy). The Arcana: Ghost blade. Spell: the Door in the space.
14. MAGUS. Spells: fireball. The fiery serpent, the Deadly cloud.
15. MAGUS. Trait: Battle blindly+, blindly Fight++. Spell: ethereal armor (kastuem when we walk in heavy armor), Baneful polymorph.
16. MAGUS. +1 agility. Lasso: a Long blade. Spell: Acid spray
17. MAGUS. Trait: Favorite school of magic (Destruction). Wearing heavy armor (given machine)
Given the low skill and permanent blindness soldier out of him no, so he needs attack spells with checks only at the save.. the archetype of the sorcerer - sorcerer Radiant main characteristics of Wisdom (not Charisma). Accordingly, for complexity, the number of available spells and circles is Wisdom.Therefore it is ideal for crossing with a priest to take the Mystical theurge.
Plus is a generic spell with a shift in the range of 1. I.e. in the book of the sorcerer are all Priest spells up to 5th circle, and similarly in the book of Priest will be available to spells of the sorcerer. Thus, the number and variety of spells will be 1.5-2 times more than pure class. To the same Mystical theurg increases the levels of the casters like the sorcerer, so the priest. By LVL 17 you will have access to the 7th circle of both classes
Skills: Magic, Religion, Attention.
4. SORCERER / RADIANT WARLOCK (then just the Sorcerer). Wisdom +1. Trait: Favorite school of magic (destruction). Spells: Magic missile, True strike.
5. WARLOCK. Trait: Favorite school of magic (Destruction) +
6. WARLOCK. Spell: Hasty retreat.
7. WARLOCK. Trait: Familiar spell: Blazing arc. Spell: Blazing arc.
8. MYSTICAL THEURG. Wisdom +1. Spells: the Disappearance, Mirror.
9. MYSTICAL THEURG. Feature: Overcoming magic. Familiar spell: the fireball. Spell: fireball.
10. MYSTICAL THEURG. Familiar spell: the fireball. Spells: Bright explosion on the Web, Protection from arrows collective.
11. MYSTICAL THEURG. Feature: Overcoming magic+. Spell: Exhaustion
12. MYSTICAL THEURG. Wisdom +1. Spells: the Boneshaker, haste, Invisibility high.
13. MYSTICAL THEURG. Trait: Battle blindly. Familiar spell: Fire snake.
14. MYSTICAL THEURG. Familiar spell: Fire snake. Spells: Invisibility, Stinking cloud, the Enforcer, a Deadly cloud.
15. MYSTICAL THEURG. Trait: blind Fight +. Usual spells: Fire snake. Spell: Sirocco
16. MYSTICAL THEURG. Strength+1. Familiar spell: Fire snake. Spells: Protection from elements collective, Icy prison, the highest Heroism.
17. MYSTICAL THEURG. Familiar spell: Fire snake.
Skills: Athletics, Movement, Religion, Attention, Conviction.
2. INQUISITOR. Spell: Hasty retreat.
3. INQUISITOR. Trait: Crushing blow, Specialization: Back-to-back. Spell: True strike.
4. INQUISITOR. Strength +1. Spell: the Boneshaker, Causing serious wounds.
5. INQUISITOR. Feature: Chopping a gift. Spell: Healing of serious injuries
6. INQUISITOR. Trait to Outflank. Spell: Restoration of lower
7. INQUISITOR. Trait: Korogodski a shot. Spell: Healing light wounds. Causing serious wounds, Heal heavy wounds.
8. INQUISITOR. Strength +1. Spell: See invisible collective.
9. INQUISITOR. Trait: fluency weapon (scythe), Specialization: Protection caster. Spell: Heroism.
10. INQUISITOR. Spell: ethereal armor, divine might, Healing critical wounds.
11 . INQUISITOR. Trait: Battle blindly. Spells: Bane, Invisibility high.
12. INQUISITOR. Wisdom +1.
13. INQUISITOR. Trait: blind Fight+ Spell: True sight.
14. INQUISITOR. Spell: Destruction spells.
15. INQUISITOR. Fight blind++, Specialization: Ally-Caster. Spell: Exile
16. INQUISITOR. Wisdom+1. Spells: Freedom of movement, Circle of death, Overwhelming presence.
Skills: Trickery, Stealth, Magic, World, Attention.
6. The ALCHEMIST. Feature: Bomb destructive breath
7. The ALCHEMIST. Trait: Confident possession of a weapon (bomb). Spell Acceleration.
8. The ALCHEMIST. Intelligence +1. Features: Saturation. Spell: Healing of severe wounds.
9. The ALCHEMIST. Trait: Extra bombs. Spell: Protection from arrows collective.
10. The ALCHEMIST. Feature: Quick bomb. Spell: Protection from death.
11. The ALCHEMIST. Trait: Improved critical hit (Bombs). Spell: Invisibility high.
12. The ALCHEMIST. Intelligence +1. Trait: Cursed bomb.
13. The ALCHEMIST: Hell: Fight blindly. Spell: Stone skin collective.
14. The ALCHEMIST. Feature: High mutagen. Spell: Resistance to magic.
15. The ALCHEMIST. Trait: blind Fight+
16. The ALCHEMIST. Intelligence +1. Trait: Conservation bodies. The spell True sight.
17. The ALCHEMIST. Feature: Grouped shots. Spell: Transformacija.
Taking 4 levels of Thief need for debate enemies - Weakening wound (precision or protect) and Slowing the reaction.
Skills: Attention. Mobility, Stealth, Nature.
6. RANGER. Trait: Accurate shot+
7. RANGER: Hell: Grouped shots.
8. THIEF. +1 agility.
9. THIEF. Features: blind Fight, Combat technique - Improved crit (Long bow)
10. THIEF. Weapons (any, use will not)
11. THIEF. Features: Volley, Slowing down the reaction.
12. RANGER. +1 agility.
13. RANGER. Trait: blind Fight+.
14. RANGER. Feature: Shooting in close proximity (Long bow). Enemy: Fairies, Fairies.
15. RANGER. Hell. Deadly accuracy (it is advisable to wear a hat Headband arrow, so as not to get a big penalty to accuracy)
16. RANGER. Wisdom +1.
17. RANGER. Feature: Critical accuracy.
Skills: Attention, Mobility, Stealth.
8. THIEF. +1 agility. Trait: Combat technique is to Outflank.
9. THIEF. Feature: back-to-Back
10. THIEF. Trait: crippling strike
11. THIEF. Hell. Fight blindly.
12. THIEF. +1 agility . Feature: Double attenuation (so as to use both Dumbfounded and confusing wounds)
13. THIEF. Trait: Improved crit (kukri)
14. THIEF. Trait: Opportunist
15. THIEF. Trait: blind Fight+,
16. THIEF. Skill +1 Trait: Combat trick - Combat blind++
17. THIEF. Trait: Pair+
VitalAR
Thanks for the great and useful work!
I would like to know more how you play GG (DD + pet can be on the basis of: barbarian Mad dog, Wild sorcerer/ Mystic trickster, Ranger, Inquisitor)?
It is also interesting your opinion about the mercenaries and the best part of a party of them at the end of the game.
Bastarder
This time I went Inquisitor/Captain monsters with the Animal domain (the deity Erastil) pet Smilodon. Wanted to test the effectiveness of the appeal. And I can say the call of the weak, even when taken terms LSM (Incarnation), Enhanced appeal and Perfect the appeal, and at the command traits of the Commander, the Call is only good for meat damage really is not and the main thing is the lack of control over recruitment. Generally spend money on features associated with the call is not advised. Perhaps playing a character with an evil worldview would be different, because recruiting the Daimons minus others enemies. But this again is theory and it needs to be checked.
In the beginning played with a bow, sometimes went over to miles: any spear/dagger heavy shield or Glaive, + used a spell Boneshaker, Burning light (against undead), Wall of blades. The damage inflicted in miles under the buffs divine power, Righteous might. As for the Circle of Death - very uncomfortable at the end - too big radius (easily hurt her) and enemies have 24+ LVL won't kill anyone.
As for pet, it is good throughout the game - with the exception of the 7th Chapter. Due to the absence of the desired traits, the low accuracy and saving throws at will. Behind the fighters for accuracy by about 25%. In this regard, yet will prefer the Ranger because the pet gets the bonus sworn enemies.
Favorite for the role of GG for me is Inquisitor/Sacred huntsman - own probat/heal yourself and your pet, give your pet a command features, and choose their sworn enemies. Deity or Iomega (long sword) domain Good (for Holy lance) or schelin (Glaive) domain Protect (high saving throws).
This time I want to watch Mammoth to try the higher difficulty and mercenaries. But it will be a month or two.
With regard to the optimal composition of the party on the 7th Chapter. It is too broad question. Afraid and not ready to answer at the moment
VitalAR
Thank you for the detailed response.
Made the following findings in terms of passing
1. To damage in the first place to konck game out attack (accuracy), which increases faster than any warrior, barbarian, Ranger. Good accuracy and additional Goodies can give a combination of the warrior-two-handed sword with a barbarian. The best weapon of malesnica is long 6-foot (Glaive, then Berdysh).
2. Pet and recruits DD becomes less effective due to the reduced accuracy (even under baffle). Therefore, pet should be tankhouses with high health value, such as - dog or a leopard (the latter has less health than a dog, but for improved protection and response due to the high dexterity. This tankhouse pet can replace a warrior tank or to be effective offtank.
Best patowatomi in the game is Druid the Defender of the real world that has sacred spells, significantly increase the efficiency of pet. Can be very effective multiCLASS 5 Inquisitor-Sacred Ranger/ 15 Druid Protector of the real world. However, this Persian will have additional team abilities for Peta in archery and a great set of buffs from a druid. In addition, the druid is a healer.
3. Based on the above in your party, it is advisable to have 3 at least mercenaries with Pets:
- Miles DD - Barbarian-Mad dog/ 1 Vivisector/ Warrior two-handed sword - a true beast - smilodon
- DD-support - 5 Inquisitor-Sacred Ranger/druid the Defender of the real world - a true beast - smilodon
These faithful animals of the Persians baffaut spells druid
- RDD - 5 Sacred huntsman/1 Vivisector/ Ranger - a true beast of a dog (leopard). Buffs on pet from Persian
! Vivisector in builds taken because of the mutagen.
4. As a GG I took Forest sorcerer/1 Vivisector/ 10 mysterious trickster with the right animal - the leopard. He shows himself very well as RDD to 7 heads surrounded by 3 of the above the Persians.
5. The faithful beast Mamont performs well early in the game, but by the 10th level, his attacks have less damage than the smilodon and close to the damage of the dog. In addition, becoming on level 7 of a large Mammoth acquires the ability to sahaptian as enemies, and their Persians caught up in his attacks. It has no bite and, therefore, not hang up on him buff bite. Due to its size a worsening in the terms of hits from behind miles of DD, even with the big guns (they have to beat the mammoth).
091
No, it doesn't. Sight unseen allows you to detect invisible enemies. When blinded, the enemy is considered for you, not invisible, in disguise, as under a spell Haze
Bastarder
1. Glaive and Berdysh a good weapon, but for them it is better to use a build with crits, and using Combat reflexes, Slashing blow+ and CDD+. But crits me still closer to watch Amiri almost every 2 round gives Crete 80-90 damage not ready to give up on the length of the weapon :)
2. Honestly, I don't see the point in Douala Druid with a Ranger. The loss of a caster level (for example the Shield of faith with a net 16 LVL 4 will give protection, the dual only 2), 3 times less rounds weapon of the killer and the lack of domain in the additional buff from the Ranger .
Upon reaching the loss levels of the caster and the absence of 6-8 laps. As for the buffs is almost the same. In the 7th Chapter we need to hang up a Protection from death and Freedom of movement on the pet - they have both. I think pure these classes will benefit.
In D&D the level of the caster were United, for example, 5 bard/ 10 the magician - considered a 15 level caster. In Pathfinder the level of each caster to calculate spell is considered separately, i.e., 5th level bard-caster and a 10th mage-caster. Therefore, do not consider it appropriate to culivate exorcists.
3. Closely with that menagerie does not happen? :)))
Barbarian as a class I just don't like. Although maybe I just did not understand. Rabid dog I've seen yet development only in Combat maneuvers. And while BM leave much to be desired - it's too much difference between the Bonus BM and Protection from BM.
Ranger/Ranger is a really interesting build.
4. The capture of the trickster - pet does not SAG level?
5. Thanks :) did Not know that Setiptiline attempt on their own. Then the Mammoth disappears - there is only the Bear.
VitalAR
1. I have the Glaive only works for Amiri, and Mad dog, who has a Glaive (hammers) from the back of his faithful beast. Build the Mad dog the force (crushing and chopping blows). On the second level BP take Vivisectionist for mutagen and all attack by stealth, this trait is almost always triggered when you attack from behind the beast, and it's + 2D6 (2-12) damage, which is good for the game. + 4 from mutagen strength and the presence of a belt of +2 strength (initial strength 19) give a very good boost to attack (accuracy) and further enhance the damage. Do not forget and faithful animal, which at the beginning of the game more tancet and protects good PSU. At level 2 BP take him a fury gift of fury - the deadly hour. In the asset crushing blow and slashing strike. Then take 3 levels of warrior two-handed sword for the ability to smash (+100% damage from two-handed sword) and adjust the level of the beast below Best friend. Next, shake the PSU - it turns out very good and fast mile DD with good damage at a high precision, fury, evasion, the damage reduction from the enemy and a faithful animal that Tanit subsidiary and does good damage.
Already in the second Chapter mined fire the Glaive (1д10 + 2D6 fire), and ax Killer trolls" to come in handy. Then take the Glaive Amaranthine petal (1д10 +5 gain +2D6 sound). The smilodon 10-12 levels gives about 100 damage (without buffs) if you pass all his punches at the enemy. Next to this Mad dog Amiri sucks.
2. Druid Protector of the real world is a stronger patawad Summoner than a Sacred huntsman. Bild Druid can be pumped through force, making it a decent DD in guises of their own transformations. Druid uses sacred spells (spontaneous), like the priest, so it is often develop in this mapping, obtained very good Summoner healer with the main damage from a faithful animal. Useful buffs to enhance the beast and the appeal taken from spells to 6-7 range, at higher. levels used by spell damage in limited quantities. So pumping pure Druid above level 15 may not be feasible
Sacred huntsman has the worst set of buffs for the beast with mystical spells (their number depends on the level of Intelligence, not Wisdom), but has a reinforcing command traits, and abilities on the mind of the enemy. Therefore, the crossing of the Rangers and druid expediently without compromising the abilities of the Druid.
I did a build of Ranger/Druid isn't using strength and agility. The Druid was RDD (which has reduced damage, but increased the survival rate). The main damage on the enemy was reinforced from the sacred spells of the Druid - Defender of the real world of the beast, performing the role of DD and tank. Sacred huntsman was taken at the beginning to level 3 for command features of aimed shot that increases the damage of the beast, and allows you to use longbows. Then took Vivisectionist for mutagen and all the attacks on the sly (always work from a shot) and rocked the Druid. Nothing lost in baffa the beast, and the protection provided by the advantage RDD.
Before the battle, the Druid buffal faithful animals party - Mad dog and GG - Forest of the sorcerer.
3. The more the menagerie, the better. This increases the effectiveness of party members, using sneaky, the tactics of the battle. For example, I have 3 animals from a Mad dog, Druid, sorcerer of the Forest. Send those Persians on 3 goal. This creates the conditions for Sneek attacks Mad dog, wild sorcerer/Mystic trickster, and three wilted DD in the party. I have in pati Snicket mercenary arcane Archer/Vivisector, Octavia, Leganger, Ekundayo and Noe NOK. With Ekundayo else and his dog tancet (4 animals). To simplify the battle, you can send the whole Horde on one enemy, and she quickly consistently crushes all enemies, the Persians practically do not suffer from enemy attacks (especially RDD). In the boss fight three beasts keep him well (tank and damage), and the principal Persians to damage the boss beyond his attack. So I'm in the party always two DD animals (smilodon) and one tenkousei (leopard).
4. I for Forest sorcerer take leopard. The damage is small, but very good accuracy (at primary 2 level Attack +7 for the bite of a rollover). At level 4 the leopard it becomes average, and the value of Dexterity replaces strength for melee. With higher levels of a leopard, he becomes the best tank in the defense value (the highest dexterity of all animals). It takes my witch/the trickster, who has great magical sneak peek damage. Mystical trickster is taken at level 6 sorcerer, the leopard becomes a medium (level 4 beast). On level 7 take the devil Best friend and the leopard to become a level 7 that is enough for him tanking for a sorcerer/trickster with his baffle for the beast (here and the Druid helps a lot in batpac to defense, stamina, lowcost etc).
5. According to the materials of the forums to be and personal experience: the best DD animal is the smilodon, a Good DD - tank with the highest health for the APE - dog, the best tank with high defense and initiative - leopard. All the other beasts more for exotics. The main thing - animals without enhancing their buffs is trash for killing. The best buffer animals - Druid.
6. In terms of the development of satellites vanilla I would from the 2nd level would Harima Druid (force) a dog (she makes 2 bite per round that is not in the description). Cristiana - priest on core competencies. Mystical theurg is nadakalu (no charisma), nedoma (no intelligence). Limited magic circles and spells. IMHO. Escandalo I would with 8 levels translated into Vivisectionist and shook sneaky (+ mutagen to boot), as its IMBA-bow was removed. Then he will be a good Archer with a dog and not her appendage.
Bastarder
1. In this thread I was going through those satellites which give the plot and what to do with them. Accordingly, when I started talking about guns I thought it applied to Amiri and not mercenary. It would be interesting to see Your build of the PSU is painted on-level. )
2. As for the spellcasters. I will try to explain that we had a common understanding on this issue.
In Pathfinder there is no concept of a mystical or sacred spell. But is the concept of a sacred or mystical Charmer, despite the fact that some spells are similar between the classes. When the description deals with the recitation of mystical/sacred spells, then what is meant is a class.
The complexity of the spells, their number is available, the maximum circle is calculated based on the main characteristics (its modifier) a class or archetype. As an example: a Sorcerer/Bard/Magus - the charisma, the Magician, the Intelligence, the Inquisitor/Priest/Druid Wisdom. Some of the main characteristics of archetypes may vary. For example Radiant sorcerer - Wisdom instead of Charisma, the Sorcerer-Philosopher - Intelligence instead of Charisma.
How is the calculation complexity of the spells?
The complexity of a spell is 10 + the base circle of the spell + the modifier of the main characteristics of the class + other modifiers of artifacts or features (Favorite school of magic, Favorite element)
The complexity of the spell needed to overcome spacebrock: Resistance, Reaction, Will.
Example.: Will use a spell of 1st circle Butter. Additional features on the complexity and artifacts there.
1) Octavia LVL 5. Intelligence 20, modifier is +5.
The complexity of a spell 10 + 1 + 5 = 16 (the check is by the Reaction). The enemy save of the Reaction = 5.
Verification is done every round until the enemy is in the area of the spell. When checking throws the dice d20 has sambrosa and compared with the complexity of the spell. Let's say 9 dropped: 9+5=14 < 16 verification failed saving throw of the enemy and the spell worked in full force, and the enemy falls.
2) Lindsey LVL 5. Charisma 17, modifier +3.
The complexity of a spell 10 + 1 + 3 = 14. For example when checking have fallen 12: 12+5=17 > 14 checking the saving throw of the enemy uspesen and the spell didn't work.
Where to check the level of the caster and what is it for?
Please do not confuse with character level. You can see in the book of spells.
Used for:
1) Open the higher circles of magic.
Mage/Priest/Druid/Sorcerer every 2nd level after the 1st. The bard/the Magus/Inquisitor every 3rd after the first.
2) calculate the modifier of the damage/duration of spells.
Example: Take Tristan. Character level 17, caster level 14. Hell the Familiar spell is not taken. Spell Angel of Aspet. In the description duration 1 min/level, you get duration of 14 minutes. Spell Bonecrusher (deals 1d6 damage per level of the caster) - causing damage in the amount of 14d6.
3) Overcome resistance to magic.
Please do not confuse with immunity. Overcoming the magic (PM) caster can look in the spell book (see above screenshot).
PM = caster level + character (Overcoming magic) + racial modifier + bonuses of artifacts.
Example: a Dryad with a resistance to magic = 28.
Take The Octavia. Kastuem fireball. Character level 12, level 11 caster. Racial modifiers are not. Taken hell Overcoming magic. PM = 11+2=13.
When checking throws the dice and d20 consists of Overcoming magic. a) for example fell 12: 12+13=25 < 28 spell didn't work. b) for example, dropped 18: 18+13=31 > 28 spell overcame the resistance and next is the check on spacebrock (reviewed above).
3.4.5. Thank you :) be Sure to use the tips in the 3rd passage :)
6.1) Harima I see no reason to make a druid, losing 2 levels. It's like Lindsay and Nagongera to do Forest witches :) Better then to take a mercenary with more optimal characteristics. But it's not for this topic.
2) Tristan. Given the low skill and permanent blindness soldier out of him no, so he needs attack spells with checks only at the save.. the archetype of the sorcerer - sorcerer Radiant main characteristics of Wisdom (not Charisma). Accordingly, for complexity, the number of available spells and circles is Wisdom.Therefore it is ideal for crossing with a priest to take the Mystical theurge.
Plus is a generic spell with a shift in the range of 1. I.e. in the book of the sorcerer are all Priest spells up to 5th circle, and similarly in the book of Priest will be available to spells of the sorcerer. Thus, the number and variety of spells will be 1.5-2 times more than pure class. To the same Mystical theurg increases the levels of the casters like the sorcerer, so the priest. By LVL 17 you will have access to the 7th circle of both classes
In the same way can be a good mercenary-bafer Druid/warlock Radiant/mystic theurg.
3) Ekan still I remains controversial. Tried to pump it in the vivisector - strongly sags accuracy due to class and the lack of sworn enemies, and suffer levels of PSA.
One option that posted designed for more stable damage. Taking 4 levels of Thief need for debate enemies - Debilitating wounds and Slow reactions. Only suffers a bit of damage.
PS by the Way I noticed that Attack on the Sly always give average damage, plus or minus.For example, if 4d6 damage varies 4-24, but in fact will always be somewhere from 12 to 16, and almost never approaches the min. or max. For me it is the trick/the omission of the developers and their programs for the calculation of the rolls. It is therefore all the sneakers and fell in love :))
VitalAR
Thank you for the detailed response to my post. Loved the detailed analysis of the specifics of the spells. Very useful for my superficial knowledge of this issue. I understand that You described the plot builds satellites on the basis of their own passing game.
The only remark that under these builds have not specified a version of the game. For example, in versions prior to 1.0.15 no spell Butter, and some characters can not take some of the features (especially the command) in the order of priority designated by You. But all this irrelevant stuff.
Daily review the materials of this forum, and other materials on the game (especially builds) in the Internet, and I see that the interest in the game is almost gone. Probably multiple patches crippled the confidence of the players to this nice game.
I wish You strong health and success in all your endeavors and life!