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So far I ddn't find a strong need to use a shield and with so few members I'd go for higher offense.
I will think about it in my next run but for now there are 4 classes already in my 3-man party. I feel most functions are there and therefore adding a multiclass hasn't come to my mind yet.
You typically need two frontline characters with high touch AC (for the Wild Hunt) and some sort of non-magic based damage dealer (for the Constructs). You also need characters that can buff - specifically an arcane caster that can cast Foresight and an Alchemist with infusions - though you can probably forego Divine spells.
Q: Why do you need two frontline characters?
A: Once enemies start to swarm up (say 10-15 and later on 30+ per room), you sort of need to have frontline to distract them. You also just need characters that have high enough saves to tank Skillfully Crafted Golden Golems (you want a character with 24 Will and 24 Fortitude on Unfair, not sure on Hard) and high enough AC to tank Greater Autumn Golems (55 AB on Unfair). You need two because enemies will drop aggro and look for a close target to reaggro (hopefully your second tank and not your backline).
Q: Why Foresight?
A: I'm not sure as to why exactly, but without it, sometimes your character will be considered flat-footed in the rooms with Wild Hunt (and no, this is not an affect of a status effect nor does greater blind fight do anything to alleviate this). Don't ask me as to why this is the case, but it essentially means your tanks get instantly shredded.
Q: Why not just CC them?
A: You literally can't. The enemies at some point have ridiculous saves (+50s across the board), though that's really far down. More likely, by the floor 30-40, the enemies will have saves that you can't reliably overcome (+25/30). Those saves might be a little lower on Hard.
Blood Flowers,
Very informative and much appreciated.
I haven't thought of going that deep at all! It seems most runs will be finished very quickly.
High saves:
Starting at level 13/14, My Pal and Soc have 20 in average on Will / Reflex / Fortitude with Divine Grace and Bestow Grace (CHA boost). Perhaps I should replace Rogue with a Monk.
Autumn Golems:
Very tough indeed. What I can manage to do so far is jump into a head-on damage race, taking the initiative to blind and apply debuff through weapons with swift true strike. At the same time CC the rest as far as possible. Yep could imagine it'll be getting very unreliable if going deeper. Should be some better strategies that I haven't found.
Blindfight & Flatfooted:
Greater Blind fight takes effect only when you can pinpoint the hidden attackers. Perhaps higher perception can help. GBF has no range limit but our vision has. Eccolcation has a range of 40 ft. Perhaps we may let a high stealth char with invisibility and see invisibility (or else) to scout the rooms first, if at all possible though.
DC & CC:
Are there no items that help increase the DC? Probably the spell level, character level and metamagic heighten shouldn't have a cap if it's possible to go that deep, 110th floor !!
Added:
Aslo true seeing, 120 ft, but still it doesn't help to see through obstacles such as pillars or fog. We would still be shot from a distance flat footed if we couldn't "sense" where it comes from.
Invisibility Perception Modifier
Not Moving DC + 20
Stealth + 20 (or else, perhaps higher)
Distance + 5 @ 50 feet
Behind sth + 5 depends
= +50
Our Perception Skill level say 30
@ 20 Ranks: You gain a +10 bonus on Perception checks to notice invisible creatures or objects. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 60 feet.
(30 + 10 + d20) against (46)
Blindness automatically fails the above Perception checks based on sight while Blindsight / Blind-sense (eccolocation) bypass the above perception check provided that it has line of effect to that creature. The obstacles could also be a big creature.
In a word, no skill or spells are 100% reliable. :(
If I had to pick, I would go Thundercaller Bard, TSS Fighter, base Paladin, and arcane bomber Wizard
But tanking is important because you are going to want to hold choke points often as possible
The 4-man party I used to go through the main story was - Thundercaller, 2H Fighter, Grenadier and Wizard. Thundercaller Dual wield front line.
Bard, vivisectionist, rogue are the tanks for my previous 3 parties. Now I am using the scaled fist, probably the most tanky one so far.
Just did the autumn golem again with Monk/Pal/Soc and found the fight went unexpectedly smooth.
I think the problem was the "sizes". It seems nice to have two gigantic figures at the front line while the second can hit with a reach weapon, better than a normal sized human at the front line. There might be another advantages - With the two giants blocking the line of sight. my third line might have a good chance to enjoy attacking from concealment.
I might prefer to attack with full BAB than defend with full BAB. Besides, mostly I don't really enjoy using the concept of "tanking" since there is no aggro in this game anyway. By the way all my 3 chars, or actually most of my chars have 10 CON.
Monks are Full BAB in Kingmaker....