Companions (Pathfinder: Wrath of the Righteous)
I propose here to discuss companion builds based on 20 levels.For example:
1. "Ember" is a 100% mystical trickster (analogue - Octavia from the 1st part). 9 witch / 1 thief / 10 mystical trickster.
There is a detailed build for Octavia from "Hi, Mars" (search on YouTube, does not give a link to attach). One with the strongest DD.
2. Lann -optimal course all 20 levels in the monk. The multibuild needs some work.
3. Woljir - 10 thief / 10 duelist. This "asshole" has the best stats among all the companions. Even the main character will be worse. Thief's ult - will deal damage to strength, duelist's ult - to strength or dexterity.
4. Siila - optimally 20 levels in a paladin. The multibuild needs some work.
5. Wenduag - I was not interested. Stupid warrior.
6. Camellia - I really do not want to swing her 20 levels of the shaman. Because a character with a low AC. Perhaps it is better to make an arrow with it. In the "frosty witch", too, you can not pump .... But since she is the only "love interest" for a heterosexual man, I would like to carry her in the party. In general, the build needs to be worked out. Until I see her as a "melee".
Continue ...
Camellia: 1 level shaman and 19 levels thief (master of everything). With her only dexterity, nothing else is drawn.
Siil: 7 levels of paladin and 10 levels of unyielding defender, further at your discretion.
Lann: 4 levels monk and the rest in Executioner (deliverer).
Wolfjiff the sorcerer's rogue then the mystical trickster.
Coal remains a witch for now, although with her charisma you can wriggle into an oracle, sorcerer, bard or skald.
The rest did not develop.
a huge number of opportunities. Here's an example of a cool build for Siila from St_Slave.
dizz2010 wrote:
Here's an example of a cool build for Siila from St_Slave.
This build is not from me. Personally, Siil is a buffed analogue of Regognar. Paladin 2 / Monk 1 / Magus 17. (via Demonic Legacy). You can also do this Paladin 2 / Monk 1 / Legacy of the Dragon 4 / Magus 13
Good day. I would like to share my builds for story companions. I do not pretend to be authenticity of the builds, rather it is the author's processing of existing builds and new features of the 2nd part of the game. I will give builds for 20 levels (without myths).
Siila
Most likely this character will always be in your party. The character has good stats. You can swing it into a paladin - but only for easy difficulty of the game. Due to the low short-circuit, it will die quickly. At medium difficulty - I recommend making an analogue of Regognar from it. (though due to the specifics of the build - access will only be to 5 circles of spells)
Skills: Mobility - 4. Knowledge of magic - 5. Athletics, Persuasion - 20. Using magic devices - 13.
DEVELOPMENT:
1. Paladin. (traits - Evasion, Confident possession of the shield) - nothing can be changed here.
2. Monk scaly fist (trait: crane style)
3. Oracle seeker (trait: confident weapon wielder - scimitar; curse - powerless prophecy; mystery - Nature; Revelation - Whisper of nature (for the sake of additional bunus to KZ from charisma). Spells: shield of faith, grace of deity
4. Magus of the sorcerer's heir +1 Charisma (Inheritance - any dragon) Spells: shield, sure blow
5. Magus of the sorcerer's heir (trait - Demonstration of power) Spell: acid touch
6. Magus arcane heir. (Lasso - Mystical accuracy). Spell: Shock touch.
7. Paladin (trait - Crane wing)
8. Marked witch +1 Charisma. ... The familiar is a lizard. The conspiracy is an ice crust. Spell: Burning hands. Light wounds.
9. Dragon Apostle (devil - go around from the flank).
10. Dragon Apostle. (trait - crushing blow). Spells: mirror reflection, vague.
11. Dragon Apostle. (the devil is the Kurnogon strike). Spells: icy touch.
12. Dragon Apostle. ... +1 Charisma. ... Spell: scorching ray
13. Magus the sorcerer's heir. (trait - improved scimitar critical strike;). Spell: Increase humanoid increase, shimmer, vampiric touch.
14. Magus is the sorcerer's heir. (trait - critical accuracy). Spell: power strike.
15. Magus the sorcerer's heir (the trait is a breach of protection.) Arcanum of the magus is a long-lasting blade. Spells: haze (for allies)
16. Magus sorcerer's heir +1 Charisma. ... Spells: aspect of the animal, supreme invisibility, door in space.
17. Magus is the sorcerous heir (trait is the response of the crane). Spell: magic arrow, ice storm.
18. Magus is the sorcerer's heir. Arcanum is a spatial blow. Spell: Stoneskin.
19. Magus is the sorcerer's heir. (trait - blindfight). Spells: haste, acid spray, cone of cold.
20. Magus is the sorcerer's heir. +1 Charisma (trait - horrific carnage). Arkan is a ghostly blade. Spells: Bullish Strength, Shield of Vampiric Shadows.
How it is played. Such a magus casts spells on himself: shield, magic armor, mirror reflection, vague (and later flicker). Always runs in a defensive stance, and in a conspiracy (tiring touch on autocast).
Pros:
High defense (for a naked magus at level 20 under his own "buffs" AC = 43 + 4 from the wing of the crane = 47). And taking into account the tiara for Charisma +8, Bracers of protection +6, Amulet of natural armor +4 and rings +2. KZ = 63 (which is more than enough). Also, this build will give out frequent and strong scimitar crits. High saves the expense and high Charisma phi Paladin (level 2)
Cons
Basic attacks - 3. Using "magic in melee" and attack with a bite - 5. Not available - 6 circle of spells. (I consider it a minor drawback, because even if you do not take the second level of the paladin and 1 level of the marked witch, only 1 spell of the 6th circle will be available, and they are not very good there)
Another alternative build of Siila through dual wielding and critical hits + 6d6 sneak attack. This build is already for high difficulty. He turns Siila into a second DD. (provided that the first DD in the party is a monk / thief / vivisector from my guide). If not, then this is the main DD in the party.
Skills: Mobility - 3. Stealth - 13. Athletics, Persuasion, Use of magical devices - 20.
DEVELOPMENT:
1. Paladin. (traits - Evasion, Confident possession of the shield) - nothing can be changed here.
2. Monk scaly fist (trait: crane style)
3. Oracle seeker (trait: confident weapon wielder - kukri; curse - powerless prophecy; mystery - Nature; Revelation - Whisper of nature (for an additional bonus to AC from charisma). Spells: shield of faith, shocking barrier.
4. Marked witch +1 Charisma. The familiar is a lizard. The conspiracy is an ice crust. Spell: Magic Armor. Burning hands.
5. Paladin (trait - Blind Fight)
6. Executioner mystical punisher (arcanist technique - wood flesh)
7. Executioner mystical punisher (trait: flank, combat style feature: dual wielding - dual weapon)
8. Executioner mystical punisher - empty level.
9. Executioner mystical punisher (feature: excellent sneak attack; arcanist technique - armored mask)
10. Executioner mystical punisher - empty level.
11. Executioner mystical punisher (trait: improved critical strike - kukri; combat style trait: dual wielding - dual wield +)
12. Executioner mystical punisher (arcanist technique - mystical barrier)
13. Executioner mystical punisher (trait: demonstration of strength; combat technique: break through protection)
14. Executioner mystical punisher - empty level.
15. Executioner mystical punisher (trait: crushing blow; arcanist technique - sound explosion)
16. Executioner mystical punisher - empty level.
17. Mystical Punisher Executioner - (Trait: Terrifying Massacre; Fighting Style
Feature: Dual Weapon Combat - Dual Weapon ++) 18. Mystical Punisher Executioner (Arcanist Technique - Thunderstorm Spear)
19. Mystical Punisher Executioner (Feature : Critical Accuracy; Technique: crippling blow)
20. Executioner mystical punisher - empty level.
How it is played: Up to level 7, we run in heavy armor with a shield and any weapon. After with two dolls. Why not kama or sai? The kukri has a higher crit chance, and since the full progression of a sneak attack is not available to the build, we will inflict combined damage. Trait "crushing blow" - disable (only needed to access the "Horrific Carnage"). For the same reason, they did not take the "Kurnogonsky strike". The executioner's special technique "Study the target quickly" - we put it on autocast, otherwise it does not work.
Advantages:
The build has a high number of attacks - 7. Good defense and excellent damage (6d6 from a hidden attack + each hidden attack deals -2 damage to strength). Attack penalty from defensive style and dual wielding are mutually compensated by the bonus from target study. More balanced saving throws (Siela's previous build had low Response saving throws). Higher Base Attack Bonus compared to Siela / Magus (this means we will hit more often). Defense of the bare build at level 20 under the samobafs AC = 39. And taking into account the tiara for Charisma +8, Bracers of protection +6, Amulet of natural armor +4 and rings +2. KZ = 55 (pretty good).
Disadvantages:
The build has a limited set of defensive (wood flesh and protective mask) and offensive (sonic burst and thunder spear) spells. Requires protective "buffs" from party members. AC is slightly lower than that of the magus build, but it is compensated for by all the damage and the number of attacks.
PS This build can be further strengthened and after level 17 take 3 levels of the knife master thief. As a result, the damage from hidden attacks will be - 7d8, and we will also receive +1 AC. Cons: we won't get a crippling blow. (updated: Crippling strike can be taken through the thief's combat technique at level 19) Features: skillful handling of weapons will not work as the strength modifier will be larger. (we don't need it)
PSS At level 18, you can take a brawler thief (we will get a free trait "Brutal blow." 14d6 + 6d6 (from a hidden attack). There is also a mythic on the Cruel blow which multiplies all these numbers by the critical multiplier of the weapon. But such a Siila build is done through a scythe instead of a kukri. And there will be only -3 attacks. But then crazy crits and outrageous one-time damage If it is interesting, I will sign in detail.
The second available character is the mongrel archer Lann. I will give a couple of reasons why he needs to take at least 11 monk levels. The number of attacks of a ranger archer with the features of a quick shot and a volley = 5. At the same time, a "volley" - adds bonus damage (if it hits). And the "quick shot" trait gives a -2 penalty to all attacks. Therefore, in theory, such an archer fires 6 arrows for a full attack at level 20. Now let's talk about the archer-monk. He does not have a volley and a quick shot with a flurry of blows, but the flurry of blows itself gives 3 attacks with a maximum BAB already from level 11 (and under the "acceleration" spell - 4), which just does any archer in the game. By level 20, we will get 3 more attacks. How can Lann be strengthened? Firstly, through hidden attacks, and secondly, try to increase the number of attacks even more (for example, take 2 levels of a magus-enlightened archer, which will also be performed with the maximum BAB). But! Magus can only be played in turn-based mode! The protection class for Lanna is secondary, because enemies should not reach us). His initial stats are as bad as possible. But no matter how it was, we will download wisdom with all 5 points.
LANN
Skills: Nature and Attention - 20. Religion - 16. Athletics and Mobility by 1.
DEVELOPMENT
1. Monk (trait - shooting close, combat reflexes) - nothing can be changed here.
2. Monk (bow path - long bow, trait: accurate shot)
3. Monk (trait murderous accuracy - long bow)
4. Monk (Qi power - oak leather) +1 Wisdom
5. Monk (trait: flank)
6 Monk (power of Chi - sure strike, trait: well-aimed shot +)
7. Monk (trait: unrestrained onslaught)
8. Monk (power of Chi - restoration) +1 Wisdom
9. Monk (trait: critical accuracy)
10. Monk (trait: : improved critical hit - longbow)
11. Monk (trait: stacked shots)
12. Monk (Qi power - diamond body)
13. Monk (trait - improved initiative).
14. Monk (power of Qi - diamond soul; trait: evasion)
Then we take: 6 levels of a thief (for the sake of "evasion" and "incredible evasion") or 6 levels of alchemist (for the sake of a mutagen +4 to strength and +2 KZ), to whom as Like. It's all designed for an extra 4d6 sneak attack. A forest trickster thief is also a good option. (due to the familiar and the ice crust, you can raise the AC by +3, and with one ring - by another +2), but we lose the incredible evasion. I will continue with the example of the alchemist.
15. Alchemist vivisector (trait: excellent sneak attack). Spells: any
16. Alchemist vivisector +1 Wisdom (Combat technique: critical blinding) Spells: any.
17. Alchemist vivisector (trait: vitality)
18. Alchemist vivisector (reception: enhanced potions) and if a thief: then a slippery mind.
19. Alchemist vivisector (trait: any, for example: expert - Attention.)
20. Alchemist vivisector +1 Wisdom (technique: long-term potion or expert-Nature). Any spells.
How it is played: we cast a shield on ourselves, we drink a mutagen for +4 strength, we cast monastic oak skin. We do not use a protective rack, because we will play through the trait "deadly accuracy", and it gives a penalty to accuracy of -5 at level 20.
Benefits:
Longbow damage 2d6 (basic) + 4d6 (hidden attack). 6 shots per round (3 of which are fired with the maximum base attack bonus). Protection from poison and magic. Crazy travel speed.
Disadvantages:
The naked monk / vivisector build has AC = 36 at level 20. Clothes can accelerate to 50. (which is not the highest figure).
Naked Monk / Thief build (normal) AC = 30 at level 20. Clothes can accelerate to 44 (which is already quite a bit). But you can take more skills.
Woljif
This character is the local counterpart of Nok-Nok, but more protected. Obviously, it was conceived by the developers as a multiclass in the Duelist (for this he was even given daggers). In the party, he shares with Siila a vacant place in the base in the role of a DD / semi melee tank. But since it cannot frighten, the choice is obvious (unless there are lovers not of sultry mulattoes, but of tailed devils). The build of Wolf, in fact, is quite simple, you just need to make a fundamental choice, what is more important for you: to deal -2 damage to strength with each hidden attack or - 4 damage to strength / dexterity with each crit? Taking both of these "ults" will also not work (Volzhif has carefully removed the thief's technique at level 10). For myself, I made a choice: Since its main class has a reduced progression of hidden attacks, we will not download it further,
Skills: Mobility, Knowledge of the world, Knowledge of magic, Stealth - 20. The rest is at the discretion.
DEVELOPMENT:
1. Thief - a sorcerer's rogue (trait: dual weapons, skillful use of weapons) - nothing can be changed here.
2. Thief - a sorcerer's rogue (thief's technique: weakening wound) - nothing can be changed here.
3. Thief - a sorcerer's rogue (trait: the strength of two hands, training for skillful use - a dagger) - nothing can be changed here.
4. Alchemist vivisector - empty level +1 Dexterity Spell: shield.
5. Alchemist vivisector (trait: excellent sneak attack; combat technique: evasion). Spells: any.
6. Alchemist vivisector - empty level
7. Alchemist vivisector (trait: flank; combat technique: mobility in battle). Spell: vague
8. Alchemist vivisector +1 Dexterity Spells: any.
9. Alchemist vivisector (trait: dual weapon +; combat technique: fight in the blind). Spell: any.
10. Alchemist vivisector - empty level (you can, of course, already take a duelist, but it is more important to complete the progression of hidden attacks - to get the maximum for build 7d6 at level 13)
11. Duelist (trait: confident use of weapons - dagger)
12. Duelist +1 Dexterity
13 Duelist (trait: improved critical strike - dagger)
14. Duelist (trait: combat reflexes - from class)
15. Duelist (trait: dual weapon ++)
16. Duelist +1 Dexterity (
17. Duelist (trait: critical accuracy)
18. Duelist empty level
19. Duelist (trait: unbridled onslaught)
20. Duelist +1 Stamina.
How it is played: With protective spells we are interested in: shield, fuzziness and haze. We use them to score all available slots. At early levels, you can use the spell "Magic Armor" (until you find bracers +6. Cast a mutagen for agility and spells. Turn on parry for yourself.
Benefits
We receive damage from a hidden attack - 7d6 and medium defense. We also have 7 attacks for round and a high base attack bonus. Great saves by the reaction. with the protection of belongings can be accelerated to BB = 53
Disadvantages
extremely low saves the will. He will be part of the control sukuby sorts. and given the fact that this "asshole" hurts,
PS the duelist has a small bug - an ult at level 10 does not 1d4 damage to an attribute, but 1d6.
Camellia
Secretive, dangerous, mysterious and at the same time completely useless for the party - Camellia. She reminded me very much of Jaytail. (who, like Amiri, never had a place in my party). I had to tinker a lot with the build for it. The character is positioned as melee DD. But you can't take the level of a monk to her, you can't swing into a duelist either. she's stupid. Charisma is low, i.e. it is not known how to raise the short circuit. Faced with strange bugs: if you go through a double fight and hit with a shield, then such a blow is not applied with a buckler (even if you take the line on all light shields). Whether it's a bug or a "feature" - decide for yourself. Her native class, a level 20 shaman, will give +7 protection (ice crust + 2 and battle charm + 5). Unfortunately, the "air barrier" conspiracy, which gives +12 KZ, is not available to us. As a result, if you run purely as a shaman, KZ can be accelerated to 45 (including the buckler). Low wisdom will not allow taking shaman spells above 6 circle * (except for slots for spirit magic). Spiritual empowerment weapons are also complete nonsense, only 1 minute at level 20. And who needs it? And the maximum that you can hope for in terms of damage is crits from the rapier. Needless to say that Camellia will die first? Therefore, we take her 19 levels of psychokinetics for the sake of decent damage and protection. As the level rises, all points are in dexterity, since a kineticist has the accuracy and difficulty of saving throws against his kinetic charges counting from dexterity. And who needs it? And the maximum that you can hope for in terms of damage is crits from the rapier. Needless to say that Camellia will die first? Therefore, we take her 19 levels of psychokinetics for the sake of decent damage and protection. As the level rises, all points are in dexterity, since a kineticist has the accuracy and difficulty of saving throws against his kinetic charges counting from dexterity. And who needs it? And the maximum that you can hope for in terms of damage is crits from the rapier. Needless to say that Camellia will die first? Therefore, we take her 19 levels of psychokinetics for the sake of decent damage and protection. As the level rises, all points are in dexterity, since a kineticist has the accuracy and difficulty of saving throws against his kinetic charges counting from dexterity.
Skills: Attention -20, Knowledge of nature - 18
DEVELOPMENT:
1. Shaman - nothing can be changed here.
2. Psychokinetic (Favorite element - air, infusion: kinetic blade; charge: electricity)
3. Psychokinetic (trait: confident use of weapons: kinetic charge; elemental whisper: familiar lizard)
4. Psychokinetic +1 Dexterity (infusion - increased distance)
5 Psychokinetic (trait: blindfight; wild talent: expert - Attention)
6. Psychokinetic (magnetic infusion)
7. Psychokinetic (trait: flank; wild talent - air dodge)
8. Psychokinetic +1 Dexterity (extended element - charge of water )
I decided to make Camellia through the shield, so at all the next levels we take the traits associated with the shield
9. Psychokinetic (Trait: Shield Handling; Wild Talent: Extended Protection -
Shroud of Water) 10. Psychokinetic (Infusion:
Splash ) 11. Psychokinetic (Trait: Shield Strike; Wild Talent - Kinetic Healer)
12. Psychokinetic +1 Dexterity (Infusion - wall)
13. Psychokinetic (trait: dual wielding; wild talent: kinetic resurrection)
14. Psychokinetic (entangling infusion)
15. Psychokinetic (trait: dual wielding +, wild talent: swiftness)
16. Psychokinetic +1 Dexterity (extended element EARTH )
17. Psychokinetic (Trait: Dual Weapon ++; Wild Talent: Advanced Defense - Stone Flesh)
18. Psychokinetic (Infusion: Deadly Earth)
19. Psychokinetic (trait: master of the shield; wild talent - vibration sensitivity)
20. Psychokinetic +1 Dexterity (infusion: fragmentation) Metakinesis: enhanced.
How to play: Play the role of a kinetic knight. Up to level 5, we run with a rapier, and after 5 - with a kinetic energy blade (with touch attacks) and a shield. If necessary, cast long-range charges. Armor - we use it until we get the "Cover of Water".
Advantages:
Kinetic is the best controller of the battlefield (infusions: wall, cloud, cyclone, deadly earth). In this build, we have access to the "wall" and "Deadly earth" + entangling infusion. Kinetic charges kinetics have huge damage, and if you play through energy charges (then the chance of hitting), because all enemies have the lowest protection against touch attacks. Important note: Energy charges must overcome magic resistance. I don’t remember that in the first part of the game it was like that. In general, sometimes it is still better to switch to physical kinetic charges.
In this build, 6 attacks are implemented (3 with a kinetic blade and 3 with a shield). AC can be overclocked to 52.
Disadvantages:
By adopting "burnout", we will lose saving throws at will. The result is to be controlled by the enemy.
PS In order for the build to play normally, you need to take the mythical ability to deduct electrical damage (otherwise, our electric saber is not effective against most enemies)
St_Slave
why not all 20 robbers? there is a chance for instant murder, I am even attracted very much ... and the thief's "slippery mind" ability does not allow him to be controlled) well, more precisely, it adds protection from submission and other things according to the agility modifier
Elf of Cupcake
First: Siila has 1 level of Paladin, so she will not be able to take 20 levels of a thief.
Secondly: Thief level 20 ult is cool only in theory, but in fact it will crash on a resilience saving throw (especially on the "brushed level of difficulty", since enemies have a lot of stamina)
Slippery mind - for Siila is not a necessary technique. We won't pump her agility, and "Whispers of Nature" will not help her in this case.
St_Slave
Siila - 2 levels fell, for the sake of spas, 1 witch for the sake of the crust (you can not take it, but I had to somehow survive in the maze), everything else is a furiep rider, I would like to take a Triceratops (I just like it). Simply put, 1pal / 1witch / 1pal / 17 rider. To do it in a fat one - vitality, evasion, master of hand-to-hand jerking off, crane style, dexterity, etc. team feats - it is easy to get rid of, a wall of shields (either bypass from the flank, or protection from maneuvers, we don’t need to, but we take it for surrender), back to back (you can of course take something like to seize the moment, but with such OP opponents who are even on normal difficulty has three times the level, it is better to be fatter for the first rounds). Althoughyayaya .... Judging by the defense of 70, on the normal, it is probably better to take something that will help increase the accuracy. Stats - to align charisma, and the rest to stamina. The strength is already high although due to the feats it will almost not hit. And so at least it will live longer. You can, of course, pour everything into charisma so that it scares you with a show of strength (free for the Order of the Basilisk), but either Maine or Deiran will do this
Camellia - 2 shaman / 2 instinctive warrior / 16 shaman. Fat-caster-non-priest. Also, through the master of hand-to-hand jerking off, go into the style of the crane. Then you can get all the crane features, dexterity, and so on. Fits for breaking defense. From myths xs, mb spontaneous squall. But he won't break through when 80 percent of opponents are immune to the elements. It would be possible to take the level of a mage of an elemental specialist, but his garbage (which does damage to elemental skills, one of the selected elements) does not seem to work with the enhancement of the weapon. Stats - 4 in wisdom, if we have time to take the twentieth, we level agility.
Coal - pihuv, a pure witch through fiery stings. More fire to the fire god. In fact, I still need it for the sake of curses that can be chanted. All in charisma, 5 point, anywhere
Wenduag (top girl of the title) - 1 warrior, the rest is a hunter-shooter or ranger. Voroshilov's magus will not come out of her - she is dull, and she only has enough wisdom to buff herself and a little animal. Equalizing wisdom, 4 points per dexterity.
Nenio is a mystic trickster through destruction, rays, supremacy of fire. Thief level. Above, people wrote where to find the build for the trickster.
Soon I will continue to upload the guides + correct the previously written ones. In the meantime, I'll say that Siil in the Magus build is the most effective / strong / useful build for this character (for Dishonest difficulty).
Here is an example of her obcast. In addition, as a magus, she can cast on herself: fuzziness, mirror reflection and shimmer. Which further increases the survivability on this difficulty.
In fact, Siila's AC is higher (does not show the bonus + 3 (wings) + 3 (defensive combat) + 4 (crane wing) +9 (crushing evil). You can notice that on the screen, Siila has a lot of attacks - this is " the hammer feature (at the end of Siila's personal quest).
Siila / Magus attack for boss fight. A magus 'spatial strike' was used here, with the aim of attacking against touch defenses. You can use "Mystical accuracy", then the attack will go with the modifier - 63 (but break on the "normal" short-circuit bosses). But in this case, the risk of missing is much greater (since the usual AC for bosses tends to 100). For example, Nocticula is on the penultimate difficulty, normal AC = 73, and from touch attacks, only AC = 56.