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Mage armor.
WIth mythic feat (archmage armor) and vestment (yes, it works, even though it shouldn't), it gives you a whooping 19AC + DEX and WIS, which is way more than any armor and shield can give you. So as far as optimization goes, it's a no-brainer if you ask me
The merc is L9, so somewhat feat-limited in what I could squeeze in. For a while I was going to go monk dip, but tried a few variations and decided to try using armor and shield (for now) and taking a thug dip, since the actual armor difference doesn't seem worth it at this level. (He's Dirge Bard 7, Stig. Witch 1, Thug 1). Trying to leave room to take Scaled Fist by the end so I can swap to dex tanking when it overtakes armor and shield.
His armor is 43 when buffed, more when defensive fighting, which is OK for Act 2 in my opinion (it's behind my leopard tank by just a couple of points). He's an aasimar, so I'll pick up wings in a couple of levels for another +3. Worth also noting he has the option of +4 form the defensive bard song later on. I'm using the signet of house vespertillio to give him +5 persuasion, and am going all in on intimidation abilities, and with the thug dip it's a pretty insane way to offtank. Just 4-manned the gargoyle cave (effectively 3 manned since my main wasn't doing anything useful) by getting him to stand in the middle and spam dazzling display. The thug dip basically meant that the entire cave of gargoyles was pretty constantly feared (including the high cleric), just running around like crazy things. My usual non-cheese strategy for dealing with that area is to guarded hearth then greater invisibility and try and machine gun everything down with ranged weapons before they can swarm me, but this time not only did I take down the gargoyles, most of Regill's troop ended the fight alive as well :/
It's quite a balancing act, but I have held back on taking crane-style feats in the expectation I will get it later on with the monk dip.
Touch of Glory (lol) can give you up to +10 AC on top of whatever other Charisma bonuses you get.
Due to a bug with Magical Vestment, you can use it on an unarmored character and still get up to +5 Armor AC that will stack with Mythic Mage Armor.
Plus +8 (26) is a pretty conservative figure for a mental stat. I have an Instinctual Warrior mercenary with 33 Wisdom before raging, for example.
21 base
+2 racial (Hungerseed)
+2 Inherent (Tome of Understanding)
+2 Profane (Profane Invocation, from Demon path)
+6 Enhancement (Headband of Reshaping)
And I'm sure others have done better. In any case, you should be able to get into the low-to-mid 30s on a mental stat depending on your path and the stat bonuses that come with it, before taking Touch of Glory into account.
I am reluctant to use the touch of glory effect, as I believe (?) it is working in a way it shouldn't, so I try and use other strategies. (The ability says it should buff one charisma check by your level, and not boost charisma by your level as it is doing).
Yep, it's broken, in every meaning of the word.
this advice aged poorly :P
What did they change, did they finally fix the touch of glory bs?
It's literally this patch notes like 3 hours ago, yeah. They fixed it and there is a few topics on it
Wow, really? I didn't even know! They never fixed it for Kingmaker (to my knowledge).
Looks like they'll have to update Tabletop Tweaks then.
Did they fix the Magic Vestment exploit too?
I think Vestment works as intended.
if we gonna talk about damage too then warrior ofcoz is better with dice on attack when monk on full AC will missing all hits
I'm going to respectfully and strongly disagree with the aforementioned statement.
but when u play table game and GM is not so kind like here he can just kill ur oracles healers with 1 round while ur tank is full plate glorius hero man)