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Later dog/wolf pets will CC mobs for you by tripping them and letting you kill enemies easily. Ember's sleep hex is also amazing in act 1.
Comboed with liberal usage of Grease/Winter's grasp/Web/Stinking clud you can make all the fights easy even on Unfair
Mounted Combat and the derivative for saves are actually very good feats if you have exceptionally high Mobility skill. Skill focus is viable.
For melee dudes without a noble mutt, AC needs to be cranked as much as feasible. You've already got the Iceplant trick. Non-lawful melees with decent Wisdom (Hi Camellia) can go three levels of Drunken Master. Along with the basic monk kit of unarmored AC and Crane Style, they get a passive alchemical bonus to -both- attack rolls and AC.
At 3 levels of Drunken Master and 16 Wis, you get a passive +3 to both. This can later be improved with mythic ki pool.
Second, I've grown kind of dependent upon an Alchemist. I just can't get away from having one. They just do so much to crank the stats of everybody. So, they do 2 uniqueish things.
Casting Shield on others. Shields are for schmucks anyway. Note that you still get enhancement bonuses from equipped shields, so that +2 buckler is totally useful.
Casting Aspect of *furry* on others. While these spells are pretty mediocre by themselves (though Maneuver Bonus and extra speed is often relevant), the recipient is considered Polymorphed. With the mythic ability Master Shapeshifter you get a passive +4 to all physical stats while in effect. This is a great pick for mythic level 2, since that's about when say, Woljif, can actually start casting the spells on people. And he gets greater enduring.
Lastly, be very mindful of buff typings. Some classes are very good at getting morale bonuses to attacks, during which a Bard with Inspire Competense might not help them. Also Heroism is easyish to keep up a meaningful amount of the time early. Skald by contrast is good at providing untyped buffs
Edit: oh, and of course, spend alllll your money on gear and scrolls. Many scrolls, all the scrolls that buff you somehow. Roll them up and snort them every morning.
Camelia - powerfull support, pick protective luck on lvl 2, then chant, then evil eye. Don`t bother with her martial side, she will be busy with her hexes. Later on you can use hellfire ray to deal dmg if you need it .
Seelah - the game tell you she should be a tank with armor and shield LOL. The game don`t work that way, so she will be your main DD at the begining of the game. 1 level of Rowdy for vital strike, then Magus Eldrich scion for true strike. 95% chance to hit, most enemies die in one vital strike, few require two. As palladin she will be useless till lvl 11, so its not a big deal. You can respec her later or get a merc with 22 CHA instead if you need extra AB juice from mark of justice.
Your MC is irrelevant for shield maze, but full BAB martials, especialy with pets or pure casters perform better. Alchemist/vivi can support Seelah with true strike via infusion, its much better that wasting your time dealing 0 dmg with bombs
Once you`re out of shield maze, buy mercs for support. If you want to play around melee party, get a Scald. If you want to cheeze the game get a dedicated thug , as its trivial to reach enough persuation for 100% chance of intimidation check for guaranteed CC. No matter what you do, at lvl 3 everyone need blind fight feat to make your party immune to gaze attacks. Dedicated conjurer make lots of fight relatively easy, as you can lock stuff with grease, deny dex bonus with glitterdust and disable humans with stinking cloud. PIck mythick that bypass poison immunity and stinking cloud will be your best friend for entire game, since these damn demon archers have garbage fortitude saves.
Drezen is super annoying for non-tanky main character, as everyone is scripted to attack you, but stinking cloud is lifesaver.
Summoned stuff has a borky targeting and will go out of its way to get killed by AOO or run through your grease. Its best if you can summon it into the door/room as your first action that alerts the enemy, then once they settle on targets you can lay down your pits/grease/etc and figure out the plan of action. They won't last long. About all you can do for the summons is a mass protection from evil in the early game.
(Sorry - couldn't help it. Advice seems sound, it's just that particular example isn't practical.)
Does Last Sarkorians (or other Season Pass 2 DLC) introduce gaze attacks? From base game plus season pass 1, I can only think of vampire spawn, and that's easily mitigated by protection from evil.
What am I missing?
(edit ...)
If it works against the Nabasu death gaze, then I see the usefulness. Not sure I'd describe as "must take at Level 3", but I wouldn't have posted if it were just a minor disagreement. (At a minimum, could delay to Level 5 since you should easily be Level 5 before the first nabasu.)
those giant bugs gaze, the rakers(?) even on lower levels, and the nabashu (Sp?) have one. There are probably others.
Even though they originate from their eyes, they are not gaze effects. But, I don't think I've ever tried to see if blind fighting would somehow prevent those from having an effect (would never have thought to try since it's not a gaze attack).
Nabasu - yeah, those are annoying. Seems odd that I wouldn't have tested blind fighting against those, but I can't specifically recall doing so. I was under the impression that blind fighting didn't help against that. Even though it's called "death gaze", I think it's implemented as an aura and blind fighting doesn't help. However, I don't remember what led to that impression, so I could easily be mistaken.
As for invisible creatures, if you already know where they are (i.e., not a "blind unfair run"), then to me, it seems like a waste of an early feat choice - there are other ways to handle it if you already know where to expect invisible creatures.
That being said, blind fighting can certainly be useful, so if it's something you intend to take anyway, then there's no problem with taking it early.
Anyway thank you all for advice, hopefully I'll be able to make use of some of it, it's still long ways away as I definitely do not intend to go Unfair without at least playing through the whole game once to know where to expect what, and I have yet to reach act 4 on any of my characters, so, fingers crossed. :)
Progress is slow though, because I have some sort of compulsion to bring along a clean but still complete Last Azlanti run along for the ride using the non-LA to test strategies at key points. That one has not yet completed the Shield Maze - ferocious lizards being a common stumbling block because they switch targets easily, and Hosilla being the other common fail point (attacked while flat-footed).