Pathfinder: Kingmaker

Pathfinder: Kingmaker

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Yosharian's Builds
By Yosharian
A selection of builds suitable for creating one main character and five mercenary characters. Also contains other useful information, such as an explanation on how to level your characters to 20, and how to alter your party's gold, and so on.
   
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Overview

This isn't a list of 'ultra-powerful' builds. It's mainly for my own amusement, and for me to refer to. I share it to be helpful to others. I consider the builds to be fairly good, but not by any means the most powerful in the game. It's possible that the builds are good enough to function well on the hardest difficulty, but I have not tested that - I play on what I consider closest to 'core rules', which is Challenging but with enemies set to normal attributes. Feel free to try out the builds on Unfair difficulty - let me know how you get on in the comments.

A Note on 'Min-Maxing'. For some of the builds, I might go below 8 with some ability scores. If you are someone who finds even a 7 to be unbearable, then feel free to adapt the given ability scores to a more pleasing distribution - after all, nobody's forcing you to use my scores.

Point-buy.When making your primary character, you will be given 25 points to buy your ability scores, but when making your secondary characters using the game's mercenary system, you'll only get 20 points to spend. Mercs cost significantly more money as you level up, so get them early if you can.

Item Database.[docs.google.com] A database of some of the unique magical items that can be found in the game. Could be useful for planning builds. Unfortunately it doesn't include locations, and some items are missing, but it's still useful.

Artisan database.[docs.google.com] This one is a database of all Artisan items. It also includes information on how each Artisan 'ranks up'. Thanks to Reddit user EjnarH for this. The main thing to know about Artisans is that they cannot make their Masterpiece item if you tell them to make a specific item, so if you have completed their 'rank up' objectives and are waiting for them to make their Masterpiece, be sure to tell them to make whatever they want, rather than asking for a specific item: otherwise, you'll never receive their Masterpiece. See the Artisan section for more details.

Camp Roles. The camping mechanics have several roles for party members to fill. They are: Hunting, Camouflage, Special Role, Cooking, and Guarding. You cannot choose the same character to do two roles, obviously, so this means that it's not a good idea to have Knowledge (World) (cooking skill) on the same character as Lore (Nature) (hunting skill), for example. The 'Special' role can be filled by companions, who have unique abilities, or some classes such as the Bard (not Thundercaller, though). You can leave this role empty without any consequence. For my party, I've included some skill redundancy (in other words, more than one person can do the 'hunting' role) so that I can temporarily ditch a mercenary character for a vanilla companion (to do their quests for example) without suddenly finding myself without a hunter, or cook.

Blind-Fight. This is a very useful feat for that allows attackers to re-roll attack rolls when missing against opponents that have concealment. That said, the Echolocation spell should allow characters to be fully effective against most of those opponents. The feat is still crucial, however, for two reasons. Firstly, some creatures may have a type of concealment that Echolocation does not pierce (unconfirmed). Secondly, Blind-Fight grants immunity to a particularly nasty ability that late-game enemies have. It's for these reasons that I suggest the feat, even on characters that have Echolocation or similar abilities.

Kingdom Management. I recommend you try putting Kingdom Management on Effortless or Easy unless you really enjoy this aspect of the game. I found the RNG of this game mode very tiresome. This way you can enjoy the Artisan system without being messed over by RNG or succumbing to any of the ridiculously unintuitive failure states that are built into the Kingdom Management system. Be careful though, there is a setting that makes Kingdom Management automatically succeed or something like that, and if you choose that setting you don't get Artisans at all. So don't use that setting.

Shatter Defenses. You'll note that nearly every character in my team has the Shatter Defenses feat. This feat allows physical attackers to more easily hit enemies who have the 'Shaken' condition (a lesser version of Frightened). Enemies are considered 'flat-footed' when they are Shaken, and the attacker has Shatter Defenses. This means that they lose their Dexterity bonus to their AC, which can be a very large bonus on some creatures. However, something that's not very well-documented in the description for the flat-footed condition is that flat-footed creatures also lose their Dodge bonuses to AC. This can be an extremely large penalty for many creatures (and for many player characters). In addition, creatures who are flat-footed are also automatically subject to Sneak Attack damage. Note that you can use any weapon with which you are proficient and still benefit from Shatter Defenses. If you wish not to use this feat, you can simply avoid taking the Dazzling Display, Shatter Defenses and Weapon Focus feats, and take other feats instead.

Demoralize. So how can we reliably inflict the 'Shaken' condition on enemies, in order to benefit from Shatter Defenses? Well, one way is to use the Dazzling Display feat, but this consumes a full round so it's not quite optimal. Another way is to use the Cornugon Smash feat to inflict this penalty whenever you hit a target with Power Attack. The best way early on is to use the Bard performance 'Dirge of Doom', which automatically inflicts Shaken without a save. Later, the 8th-level spell Frightful Aspect does the same thing.

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The Front Line
Kensai acts as the primary tank, while Painkiller acts as the secondary. Two decent AC tanks is the sweet spot. Use spells such as Mirror Image and Displacement in tough encounters - Mirror Image in particular is great for soaking up crits. Kensai has very powerful saving throws and should be able to ignore many spells and other harmful effects. The trip aspect of this character adds a lot of damage through attacks of opportunity, and provides a modicum of crowd control.

Painkiller functions as a secondary tank that has decent AC but has poor saves compared to Kensai. Her primary role is dealing damage with sneak attacks. Think of her as the hammer to the Kensai's anvil. Don't forget to abuse Infusion by casting personal spells like Shield on allies and pets. She relies on immunity spells like Freedom of Movement to survive on the frontline because of her weaker saves. Don't be afraid to draw her back if she's getting annihilated, and don't forget to use spells like Displacement on both tanks during tough fights - they're real gamechangers.

Sentinel can hold off weaker mobs that attempt to attack the Back Line, but otherwise uses her Reach weapon to stay out of trouble - she'll die pretty quickly if she's focused by stronger enemies. She has a lot of healing potential due to the Community domain ability and also her Channel Energy. Beware of large enemies that have big reach - against these foes you might be forced to break out a longbow to avoid getting splattered by their attacks which can reach past your tanks.

The Animal Companion is quite durable, but doesn't have very high AC until you reach higher levels, so don't expect it to tank bosses or tough creatures for very long during the early game; it will do a ridiculous amount of damage, though. Be sure to cast spells such as Animal Growth on it to make it more powerful. Other important spells include: Mage Armor, Shield, Shield of Faith - don't forget to cast these spells on your pets because it massively improves their AC. Do not cast Magic Fang on pets because they already receive an enhancement bonus to their attacks. Bull's Strength and other Enhancement bonuses do work, though it remains to be seen whether these spells are worth casting on pets.

1: Kensai: Tank & Melee Damage (Str/Int/Cha) [Main Character]
  • Sword Saint is chosen mainly to provide AC bonuses and access to buffs like Mirror Image.
  • Offensive spellcasting is omitted in favour of stronger physical attacks.
  • Don't forget to turn on modals like Power Attack, and turn off Spell Combat.
  • Early on you can use Trip manually. Pummeling Bully automatically causes trips.
  • Receives Uncanny Dodge from Rogue, very important on a Dexterity/Dodge tank.
  • Thug also gives some Sneak Attack dice, the Debilitating Injury ability, and two free feats...
  • ...as well as the Brutal Beating ability which inflicts Sicken, and a Frightening Dazzling Display.
  • Scaled Fist multiclass gives CHA to AC, Improved Unarmed Strike, and one free feat.
  • Divine Hunter multiclass gives CHA to saves and Smite Evil, and free Precise Shot.
  • The key tanking spell here is Mirror Image: once you obtain a high enough AC that monsters only hit you on a natural 20, they can still be dangerous as a string of unlucky (for you) crits, or just an overwhelming number of enemies, can rapidly whittle down your hit points. Mirror Image works perfectly in concert with a high AC because it has a chance to intercept those natural 20 hits, dramatically reducing incoming damage.
  • Can get up to 5 attacks per round using Haste. I chose Elven Curve Blade for aesthetic and damage considerations. There is an absolutely phenomenal ECB available mid- to late-game that outperformed any other weapon in my tests, and ECBs also look happen to look awesome. Ultimately, feel free to choose whatever weapon you like, because the effect is less dramatic than you might think, and how a weapon feels is actually pretty important to enjoying a character.
  • This build employs a lot of multiclassing in order to get key abilities and lots of bonus feats.
  • The build is STR-based to make best use of the Legendary Proportions spell. This spell alone makes it worthwhile to focus on STR over DEX. If you want to be DEX-based instead, simply exchange the Power Attack feat for Agile Maneuvers - however the STR build is better in my opinion.
  • Note that Power Attack does not penalise your trip attack rolls, while Combat Expertise does.

2: Painkiller: Melee Damage, Off-Tank & Party Buffer (Str/Dex/Int)
  • 10d6 Sneak Attack dice at level 20 (35 damage per hit on average).
  • Uses a two-hander which gives better base damage (and thus overall DPS) over TWF options.
  • Bear in mind that you can use any weapon you like early on, not just greataxes.
  • Powerful Mutagen granting Alchemical bonus to Str/Dex/Con, and later, an extra bite attack.
  • Triple Fin Helmet adds a nice cold iron gore attack, which means we get 6 APR.
  • That's 3 iterative attacks, 1 bite attack, 1 gore attack and 1 attack from Haste.
  • Poor Will save, so beware of spells that target this save. Relies on Immunity spells a lot.
  • You can also cast Extracts on allies that normally have a range of Personal, such as Shield.
  • Make sure you use an Intelligence-boosting item lategame, so you don't lose 5th- and 6th-level extracts as a result of the Intelligence penalty that you receive from your mutagen.
  • I chose greataxe for this build but feel free to choose any weapon you like.

3: Sentinel: Reach Melee Damage & Support Caster (Str/Wis)
  • Focuses on melee damage and support spells over offensive spellcasting.
  • Uses a Reach weapon in order to position behind the main tank.
  • Rod of Razors has the Keen enchantment which saves us a feat on this build.
  • Can get up to 4 attacks per round with Haste, or 5 if buffed with Transformation (Alchemist).
  • Animal Domain: pet offers high damage, meat shield, great carrying capacity.
  • Smilodon, leopard or elk are the best pets.
  • Community Domain: massive Sacred bonuses once/day, plus a nice healing touch-type spell.
  • This character doesn't have the high AC of the first two characters, hence the Reach weapon.
  • Deals decent melee damage, while providing powerful support spells for the party.
  • Don't forget to equip a Wisdom-boosting item lategame in order to get 7th-9th level spells.
  • Channel Energy heals your party and is based off Charisma, so try to boost that too.
  • Good alignment recommended as a requirement to use Blessed Path, nice early game armor.
  • Fighter dip gives heavy armor proficiency, martial weapon proficiency, and a free feat.
The Back Line
Avoid exposing these characters to melee attacks, or attacks in general. Use spells like Mirror Image, Displacement, and/or Greater Invisibility to protect them from damage. In some encounters, enemy archers or strikers will consistently target your back line, so be prepared to deal with that. All three have vulnerability to various saves, so expect them to get targeted with spells such as Finger of Death, and so on.

4: Feylock: Ranged Summoner/Disabler (Dex/Con/Cha)
  • Sylvan Sorcerer archetype gets us an animal companion, which is really good.
  • The Fey bloodline offers some juicy bonus spells, like Vinetrap.
  • Vinetrap deals Cold Iron damage so it's very useful against certain creatures...
  • ...usually these pests will have you rummaging through your pack for a cold iron weapon which you might well have sold by accident, but now you can just pop this spell and their regeneration will be turned off.
  • It also gives us a nice Spell Penetration bonus. Unfortunately the feat list isn't so great.
  • The Artisan item Rod of Power Source grants a massive +4 to Conjuration DC...
  • ...and several items grant up to +6 to Necromancy DC.
  • Spell Focus in Conjuration to improve disabling spells like Chains of Light and Vinetrap...
  • ...and in Necromancy to boost spells like Undeath to Death and Wail of the Banshee.
  • Sorcerer limits spell selection compared to Wizard, and gets spells slightly later.
  • In exchange, Sorcerer has the ability to use any spell at any time providing they have slots left.
  • Sorcerer also has the advantage of not having any prohibited spells, unlike specialist Wizards.
  • The 8th-level spell Frightful Aspect helps us inflict Shaken automatically.
  • I recommend smilodon, leopard or elk for your pet. Leopard is the best for this character...
  • ...because it gets a pet earlier than the others, and leopard is best early on.
  • The Dormition dagger means you lose Jaethal; alternatively, you could use Better Vendors.
  • Good initiative bonuses on this character, but don't expect to always beat monsters late-game.

5: Shrieker: Ranged Disabler/Buffer (Dex/Cha)
  • Inspire Courage gives a competence bonus to attack/damage rolls, which is a rare bonus.
  • The 8th-level performance 'Dirge of Doom' inflicts Shaken without save, very useful.
  • Primarily a disabler, nuker, and buffer, but can do some physical damage using bow attacks.
  • Bard gets some spells earlier than Wizards, such as Hideous Laughter and Heroism.
  • With Heroism and Good Hope, Bard is a great source of morale bonuses to many stats.
  • Cacophonous Call is a great spell to use on enemies that are immune to Hideous Laughter.
  • Lingering Performance allows the Bard to use multiple Performance abilities at once...
  • ...this is kind of cheesy as it isn't supposed to work this way, but it is what it is.
  • Inspire Heroics, at 15th level, provides great buffs to your party's AC and saves.
  • Bracers of Archery allows the selection of Longbow for feats like Weapon Focus.
  • Lategame some enemies become immune to many of the Bard's Enchantment spells.
  • For this reason, we take Spell Focus (Evocation) and shift into using spells like Greater Shout, over the previous Enchantment spells. Because these spells target Fortitude saves, they are particularly effective against Fey enemies lategame.
  • You'll need to switch to a different bow versus Wild Hunt enemies at the HATEOT.
  • Bards aren't supposed to get Rogue Talents, let alone Combat Trick. But since they're offered...

6: Tactician: Ranged Damage (Dex/Str/Wis)
  • Archery specialist, gets Manyshot and Rapid Shot, up to 7 attacks/round when Hasted.
  • Animal Companion has a ton of damage & carry capacity, and is a valuable meat shield.
  • Archery progression is much slower in this build than a comparable Fighter or Ranger build...
  • ...but it gets lots of powerful buffs and support spells from the Inquisitor list.
  • Not to mention the Battle Acumen ability which grants an ally your judgements for 1 minute. (!)
  • The Paladin dip is mostly to gain an extra feat, Smite Evil and stronger saves vs a Fighter dip.
  • The reason I dip is to get an extra feat early on, and because the Inquisitor capstone is.. not great.
  • Don't forget to use Smite Evil early on against evil targets, since it allows you to bypass DR.
  • The Tactical Leader ability 'Tactician' allows you to grant your teamwork feats to other allies...
  • ...this means you can give Precise Strike, Outflank and Shake It Off to the entire team...
  • ...including animal companions, who can't normally get those kind of feats. (30ft. range)
Skills & Camping Overview
Skills:
  • Athletics (Str): Kensai
  • Mobility (Dex): Tactician
  • Stealth (Dex): Tactician
  • Trickery (Dex): Painkiller
  • Knowledge (Arcana) (Int): Painkiller, Shrieker
  • Knowledge (World) (Int): Painkiller, Shrieker
  • Lore (Nature) (Wis): Tactician, Sentinel, Feylock
  • Lore (Religion) (Wis): Tactician, Shrieker
  • Perception (Wis): all characters
  • Persuasion (Cha): Kensai
  • Use Magic Device (Cha): none, this skill is worthless
Recommended Camping Setup:
  • Hunting: Feylock
  • Camouflage: Tactician
  • Cooking: Painkiller
  • Special Role: Shrieker
  • Guard: Kensai, Sentinel
Important Skill-boosting Items:
  • Persuasion:
    • Golden Tongue: Amulet, +5 Morale [Artisan: Mim, T1]
    • Authority: Heavy Mace, +5 ??? [Pitax, Alasen's room]
    • Riversong Amulet: Amulet, +5 Competence [CH5, Loot from Renshala Vascari]
    • Absolver's Cloak: Cloak, +4 Enh. [CH5, Rushlight Tournament, buy from trader]
1: Kensai (Mag 8/Ftr 5/Rog 4/Pal 2/Mnk 1)
Sword Saint 8/Fighter 5/Thug 4/Divine Hunter 2/Scaled Fist 1
Portrait[ibb.co]
Race: Aasimar (Angelkin - Angel-blooded)
Alignment: LG (Monk, Protector's Robe, Paladin)
Point buy: 25
  • STR: 17 (+2) [+5 increase = 22]
  • DEX: 14
  • CON: 14
  • INT: 14
  • WIS: 08
  • CHA: 16 (+2)
Skills:
  • Persuasion: skill checks [~ +41 unbuffed, +52 for Intimidation checks]
  • Perception: essential [~ +28 unbuffed]
  • Athletics: skill checks [~ +34 unbuffed]
  • Any other skills you want, Knowledge skills recommended
Camp role: Guard

Endgame Equipment:
  • Main Hand: Bane of the Living (+5 Elven Curve Blade, Living Bane, Harm DC18 on-crit)
  • Main Hand2: Clarity (+4 Ghost Touch Mag. Beast Bane Elven Curve Blade, +2 Luck to AB)
  • Offhand: -
  • Ranged: Any composite longbow
  • Armor: Protector's Robe (grants +5 Dodge bonus to AC)
  • Belt: Belt of Physical Perfection +8 (+8 Enhancement bonus to Str, Dex & Con)
  • Feet: Manticore Skin Boots (+4 Enh. to Natural Armor bonus, +10 untyped movespeed bonus)
  • Gloves: Gloves of Dueling (+3 to atk, dmg, CMB)
  • Head: Hat of Mental Perfection +8 (+8 Enhancement bonus to Int, Wis & Cha)
  • Neck: The Narrow Path (+2 to AC, +2 AC/Saves vs Evil, both untyped, can't attack Good)
  • Ring1: Daring Duelist (+2 untyped bonus to melee AB, +1 Dodge bonus to AC)
  • Ring2: Colossus Ring (+2 Luck bonus to Constitution)
  • Shoulders: Absolver's Cloak (+4 Defl. to AC, +4 Res. to saves, +4 Enh. to Persuasion)
  • Wrist: Bracers of Armor +8 (+8 Armor bonus)
  • Special: Bokken's Elixir (Permanent +2 Inherent bonus to all ability scores)
Immunities: None

Loot Locations:
Main Hand: Bane of the Living [Remove Cloak of Sold Souls twice & Defeat the 2nd demon]
Main Hand2: Clarity [Artisan: Nazrielle ('elven', T4)]
Offhand: -
Armor: Protector's Robe [CH4, Armag's Tomb, Hidden [P35] Locked [T34] box in Armag's Treasury]
Belt: Belt of Physical Perfection +8 [CH6, Ilthuliak's Lair (north of Castle of Knives)]
Feet: Manticore Skin Boots [CH4, Armag's Tomb, Chamber with an iron golem]
Gloves: Gloves of Dueling [Unknown]
Head: Hat of Mental Perfection +8 [CH2+, Lonely Barrow, dropped from the enemy here]
Neck: The Narrow Path [Unknown]
Ring1: Daring Duelist [Artisan: Mim ('Ring', T4)]
Ring2: Colossus Ring [Artisan: Mim 'Ring', T0)]
Shoulders: Absolver's Cloak [CH5, Rushlight Tournament: buy from Trader]
Wrist: Bracers of Armor +8 [CH2+, Lonely Barrow, dropped from the powerful enemy here]
Special: Bokken's Elixir [Artisan: Bokken (Masterpiece)]


Feats & Abilities (*: bonus feat, italics: important ability):
L01 Scaled Fist 1: Combat Expertise, Combat Reflexes*
L02 Sword Saint 1: Chosen Weapon (Elven Curve Blade)
L03 Divine Hunter 1: Dazzling Display
L04 Divine Hunter 2: Divine Grace
L05 Sword Saint 2: Outflank
L06 Sword Saint 3: Arcane Accuracy
L07 Sword Saint 4: Trip
L08 Sword Saint 5: Shatter Defenses*
L09 Sword Saint 6: Fury's Fall, Enduring Blade
L10 Thug 1: Sneak Attack dice: 1D6, Frightening
L11 Thug 2: Wings, Combat Trick: Pummeling Style*, Evasion
L12 Thug 3: Sneak Attack dice: 2D6, Brutal Beating
L13 Thug 4: Pummeling Bully, Combat Trick: Greater Trip*, Uncanny Dodge
L14 Sword Saint 7: Lightning Draw
L15 Sword Saint 8: Blind-Fight
L16 Fighter 1: Power Attack
L17 Fighter 2: Intimidating Prowess, Seize The Moment*
L18 Fighter 3: -
L19 Fighter 4: Skill Focus (Persuasion), Improved Critical (Elven Curve Blade)*
L20 Fighter 5: Weapon Training (Heavy Blades)

Recommended Spells:
1st: Shield
2nd: Mirror Image
3rd: Displacement

AC Bonus Breakdown:
  • -- Touch AC bonuses --
  • +10: Basic AC bonus
  • +7: Dexterity bonus [24 Dexterity] (14 base, +8 Enhancement, +2 Bokken's Elixir)
  • +8: Dodge bonus [Monk AC - 26 Charisma] (16 base, +8 Enh., +2 Bokken's Elixir)
  • +7: Dodge bonus [Canny Defense - 24 Int.] (14 base, +8 Enh., +2 Bokken's Elixir)
  • +4: Deflection bonus [Absolver's Cloak]
  • +5: Dodge bonus [Protector's Robes]
  • +1: Dodge bonus [Haste spell]
  • +1: Dodge bonus [Daring Duelist]
  • +4: Dodge bonus [15th level Bard Song - Inspire Heroics]
  • +2: Untyped bonus [The Narrow Path]
  • +3: Dodge bonus [Wings feat]
  • -2: Size penalty [Legendary Proportions spell]
  • -- Non-Touch AC bonuses --
  • +6: Size bonus to Natural Armor [Legendary Proportions spell]
  • +4: Enhancement to Natural Armor [Manticore Skin Boots]
  • +4: Shield bonus [Shield spell]
  • +8: Armor bonus [Bracers of Armor +8]
  • +5: Enhancement to Armor [Magic Vestment spell]
  • Total Armor Class: 77
  • Touch Armor Class: 50
Endgame Ability Scores (fully-buffed):
  • STR: 38 (22 base +8 Enhancement +2 Bokken +6 Legendary Proportions)
  • DEX: 24 (14 base +8 Enhancement +2 Bokken)
  • CON: 28 (14 base +8 Enhancement +2 Bokken +4 Legendary Proportions)
  • INT: 24 (14 base +8 Enhancement +2 Bokken)
  • WIS: 18 (8 base +8 Enhancement +2 Bokken)
  • CHA: 26 (16 base +8 Enhancement +2 Bokken)

Endgame Damage Examples (fully-buffed):
  • An average hit for this build deals about 80 damage before any reductions.
  • An average critical hit for this build deals about 210 damage before any reductions.
  • A Perfect Critical for this build deals about 270 damage before any reductions.
    • Targets that resist electricity, fire or cold, negative energy damage, sneak attack damage, or are non-living will take less damage.
  • Five iterative attacks per round (while Hasted): about 550 damage per round.
  • Five iterative attacks plus two attacks of opportunity from trip: about 790 damage per round.
  • Both these calculations take critical hits into account.
  • Targets that resist negative energy damage are the ones who will take the least damage.
  • Targets that are trip-immune or have extremely high CMD will take less damage.

2: Painkiller (Alc 20)
Vivisectionist 20
Portrait[ibb.co]
Race: Half-Elf
Alignment: Any Evil (Greater Infernal Cord, Castigator's Cloak)
Attribute Point-Buy: 20
  • STR: 17 (+2) [+5 => 22]
  • DEX: 14
  • CON: 14
  • INT: 14
  • WIS: 10
  • CHA: 08
Skills: 4/level
  • Knowledge (Arcana): skill checks, monster ID
  • Knowledge (World): skill checks, monster ID
  • Perception: essential skill
  • Trickery: skill checks [~ +43 unbuffed]
Camp Role: Cooking or Guard

Endgame Equipment:
  • Main Hand: Vanquisher (+5 Greataxe, +10 to damage)
  • Offhand: -
  • Ranged: Any composite longbow
  • Armor: Envy of the Master (+6 Enh. to Intelligence, +4 Enh. to Wisdom)
  • Belt: Greater Infernal Cord (+4 Enh. to Constitution, 1 minute of Fast Healing 4 when critted)
  • Feet: Swamp Dweller's Boots (Immunity to Ability Drain/Damage)
  • Gloves: Star Soldier's Gauntlet (+8 Enh. to Strength, 4d6 Laser ranged touch attack at-will)
  • Head: Triple Fin Helmet (Grants extra cold iron gore attack that has +2 Enhancement)
  • Neck: Gyronna's Amulet (+5 Insight bonus to AC, Mirror Image once/encounter)
  • Ring1: Great Dreamer's Smile (+2 Luck to atk/dmg/saves/skills/SP, curse immunity)
  • Ring2: Dragonfly Ring (+8 Enhancement to Dexterity, Cleanse 3/day)
  • Shoulders: Castigator's Cloak (+4 Res. to saves, +4 Defl. to AC, +2 Atk/Dmg vs Shaken)
  • Wrist: Bracers of Armor +8 (+8 Armor bonus)
Immunities: Ability Drain, Ability Damage, Poison (Alchemist 10)

Loot Locations:
Main Hand: Vanquisher [CH2+, Lonely Barrow, loot from the chest]
Offhand: -
Armor: Envy of the Master [Artisan: Sharel ('Robe', T5)]
Belt: Greater Infernal Cord [Capital after upg. to final city, SW building by well, upstairs, bed P39]
Feet: Swamp Dweller's Boots [Unknown]
Gloves: Star Soldier's Gauntlet [Collect all the Pieces of Skymetal]
Head: Triple Fin Helmet [Unknown]
Neck: Gyronna's Amulet [CH6, loot from Knurly Witch]
Ring1: Great Dreamer's Smile [Artisan: Mim (Masterpiece)]
Ring2: Dragonfly Ring [Artisan-Nazrielle ('Speed', T5)]
Shoulders: Castigator's Cloak [CH5, Rushlight Tournament: buy from Trader]
Wrist: Bracers of Armor +8 [Endgame]


Feats (*: bonus feat/discovery):
L01 Vivisectionist 1: Martial Weapon Proficiency, Skill Focus (Trickery)*
L02 Vivisectionist 2: Infusion*
L03 Vivisectionist 3: Weapon Focus (Greataxe)
L04 Vivisectionist 4: Feral Mutagen*
L05 Vivisectionist 5: Dazzling Display
L06 Vivisectionist 6: Feral Wings*
L07 Vivisectionist 7: Outflank
L08 Vivisectionist 8: Combat Trick: Shatter Defenses*
L09 Vivisectionist 9: Combat Reflexes
L10 Vivisectionist 10: Crippling Strike*
L11 Vivisectionist 11: Improved Critical (Greataxe)
L12 Vivisectionist 12: Greater Mutagen*
L13 Vivisectionist 13: Blind-Fight
L14 Vivisectionist 14: ?
L15 Vivisectionist 15: Power Attack
L16 Vivisectionist 16: Grand Mutagen*
L17 Vivisectionist 17: Seize The Moment
L18 Vivisectionist 18: Combat Trick: Dodge*
L19 Vivisectionist 19: Toughness
L20 Vivisectionist 20: Combat Trick: Combat Mobility*, True Mutagen*, Spontaneous Healing*

Recommended Spells:
1st: Shield, Expeditious Retreat
2nd: Barkskin, Lesser Restoration
3rd: Displacement, Communal Delay Poison, Communal Resist Energy
4th: Death Ward, Freedom of Movement, Restoration
5th: Spell Resistance
6th: Legendary Proportions, Transformation

AC Bonus Breakdown:
  • +10: Basic AC bonus
  • +10: Dexterity bonus [30 Dexterity] (14 base, +8 Enhancement, +8 Alchemical)
  • +8: Natural Armor bonus [True Mutagen]
  • +6: Size bonus to Natural Armor [Legendary Proportions spell]
  • +5: Enhancement to Natural Armor [Barkskin spell]
  • +4: Deflection bonus [Castigator's Cloak]
  • +1: Dodge bonus [Dodge feat]
  • +1: Dodge bonus [Haste spell]
  • +4: Dodge bonus [15th level Bard Song - Inspire Heroics]
  • +4: Shield bonus [Shield spell]
  • +8: Armor bonus [Bracers of Armor +8]
  • +5: Enhancement to Armor [Magic Vestment spell]
  • +3: Dodge bonus [Feral Wings feat]
  • +5: Insight bonus [Gyronna's Amulet]
  • -2: Size penalty [Legendary Proportions spell]
  • Total Armor Class: 72
  • Touch Armor Class: 36
Endgame Ability Scores (fully-buffed):
  • STR: 44 (22 base, +8 Enh., +8 True Mutagen +6 Legendary Proportions)
  • DEX: 30 (14 base, +8 Enhancement, +8 True Mutagen)
  • CON: 30 (14 base, +4 Enh., +8 True Mutagen +4 Legendary Proportions)
  • INT: 18 (14 base, +6 Enhancement, -2 True Mutagen)
  • WIS: 12 (10 base, +4 Enhancement, -2 True Mutagen)
  • CHA: 06 (08 base, -2 True Mutagen)
Replacement Story Companion:
  • Jaethal's Guardian build can replace this character. It's a significant decrease in damage, for similar or better AC, and a slightly worse spell list. Also, Jaethal is much more difficult to heal. Still, she's one of the more interesting companions. If you do end up using her, try using the Boneshard weapon to heal her - you can cause friendly fire using an attack action such as Charge.
3: Sentinel (Clr 19/Ftr 1)
Cleric of Erastil 19/Fighter 1
Portrait[ibb.co]
Race: Half-Elf
Alignment: LG, NG (Erastil, Blessed Path)
Domains: Community, Animal
Point-buy: 20
  • STR: 17 (+2) [+5 => 22]
  • DEX: 10
  • CON: 12
  • INT: 11
  • WIS: 14
  • CHA: 14
Skills: 2/level
  • Perception: essential skill [~ +31 unbuffed]
  • Lore (Nature): skill checks, monster ID
Camp Role: Guard, Hunting

Endgame Equipment:
  • Main Hand: Rod of Razors (+5 Keen Adamantine Bardiche, 20d6 cone attack 5/day)
  • Main Hand2: Incorruptible Petal (Cast 9th level spell Heroic Invocation (CL17) 1/day)
  • Offhand: -
  • Ranged: Any composite longbow
  • Armor: Onslaught (+5 Mithral Full Plate, +8 Enh. to Strength, +20 Enh. bonus to move speed)
  • Belt: Sash of Slash (+6 Enhancement bonus to Dex, DR 5/Slashing)
  • Feet: Opportunist's Boots (+2 Attacks of Opportunity per round)
  • Gloves: Alkali Gloves (Additional dmg: 1D6 Acid)
  • Head: Brightest Darkness (+6 Enh. to Wis/Cha, Channel Energy +2d6)
  • Neck: Charm of the Deep Waters (+6 Enh. to Con, +5 Deflection bonus to AC)
  • Ring1: Energy Source (+2 Channel Energy uses per day)
  • Ring2: Fortunate Fencer (+2 to melee attack rolls)
  • Shoulders: Ravena's Shadow (+5 Resistance bonus to saves, Immunity to Poison)
  • Wrist: Forest Knight's Bracers (Shaken immunity, Confusion/Fear/fey attack protection)
Immunities: Shaken, Poison

Loot Locations:
Main Hand: Rod of Razors [CH4, Pitax Royal Palace, Loot Irovetti)
Main Hand2: Incorruptible Petal [CH5, Pitax Castle, Irovetti's bedroom)
Offhand: -
Armor: Onslaught [Artisan: Dragn (Masterpiece)]
Belt: Sash of Slash [CH3, Varnhold Vanishing, Charred Ruins, box behind golem]
Feet: Opportunist's Boots [Unknown]
Gloves: Alkali Gloves [CH3, Varnhold Vanishing, Serpent's Trail, looted from a powerful enemy.]
Head: Brightest Darkness [Artisan: Tirval ('Magical Item', T4)]
Neck: Charm of the Deep Waters [CH5, Pitax Royal Palace, Loot Engelidis]
Ring1: Energy Source [Unknown, possibly Goblin Fort]
Ring2: Fortunate Fencer [Artisan: Mim ('Ring', T3)]
Shoulders: Ravena's Shadow [CH5/CH4, Giggling Hills, Loot or Bid good luck to Queen Ravena]
Wrist: Forest Knight's Bracers [Collect all the Shard of Knight's Bracers]


Feats (*: bonus feat, italics: important ability)::
L01 Fighter 1: Weapon Focus (Bardiche), Dazzling Display*, Skill Focus (Perception)*
L02 Cleric 1: -
L03 Cleric 2: Selective Channel
L04 Cleric 3: -
L05 Cleric 4: Boon Companion
L06 Cleric 5: -
L07 Cleric 6: Outflank
L08 Cleric 7: -
L09 Cleric 8: Shatter Defenses
L10 Cleric 9: -
L11 Cleric 10: Combat Reflexes
L12 Cleric 11: -
L13 Cleric 12: Blind-Fight
L14 Cleric 13: -
L15 Cleric 14: Metamagic (Extend)
L16 Cleric 15: -
L17 Cleric 16: Power Attack
L18 Cleric 17: -
L19 Cleric 18: Seize The Moment
L20 Cleric 19: -

Suggested Spells (*: Domain spells, E: Extend Spell):
1st: Shield of Faith, Remove Fear, Bane, Bless*
2nd: Delay Poison, Lesser Restoration, E-Bless*
3rd: Magic Vestment, Communal Resist Energy, Communal Delay Poison, Prayer*
4th: Divine Power, Death Ward, Freedom of Movement, Communal Protection From Energy*
5th: E-Divine Power, Spell Resistance, Burst of Glory*
6th: Eaglesoul, Blade Barrier, Heal, E-Burst of Glory*
7th: E-Eaglesoul, Greater Restoration, Greater Restoration*
8th: Frightful Aspect, Mass Cure Critical Wounds, Shield of Law, Legendary Proportions*
9th: E-Frightful Aspect, Energy Drain, Mass Heal, E-Legendary Proportions*
Note: be sure to unlock the secret Cleric/Inquisitor spell by completing the Wise Way quest that's started in Chapter 6, in the south-west corner of the Castle of Knives.

Note to self: check if Sacred Nimbus has hidden benefit? What does Geniekind do?

AC Bonus Breakdown:
  • +10: Basic AC bonus
  • +3: Dexterity bonus [16 Dexterity] (10 base, +6 Enhancement)
  • +6: Natural Armor bonus [Frightful Aspect]
  • +5: Enhancement to Natural Armor [Barkskin]
  • +5: Deflection bonus [Charm of the Deep Waters]
  • +2: Sacred bonus [Eaglesoul]
  • +1: Dodge bonus [Haste spell]
  • +4: Dodge bonus [15th level Bard Song - Inspire Heroics]
  • +4: Shield bonus [Shield spell]
  • +9: Armor bonus [Full Plate]
  • +5: Enhancement to Armor [+5 Full Plate]
  • -1: Size penalty [Frightful Aspect]
  • Total Armor Class: 53
  • Touch Armor Class: 24

Endgame Ability Scores (fully-buffed):
  • STR: 40 (22 base, +8 Enhancement, +6 Frightful Aspect, +4 Eaglesoul)
  • DEX: 16 (10 base, +6 Enhancement)
  • CON: 22 (12 base, +6 Enhancement, +4 Frightful Aspect)
  • INT: 11 (11 base)
  • WIS: 20 (14 base, +6 Enhancement)
  • CHA: 20 (14 base, +6 Enhancement)

Replacement Story Companion:
  • Amiri's Summoner build can comfortably replace this character, having similar support spells, a reach weapon, and an animal companion.
  • Regongar's Wyrmlord can replace the reach weapon damage aspect of this character, but lacks the support spells. Probably the worst option.
  • Harrim's Classic Cleric can replace the support spell aspect, but lacks the animal companion, and his domains are much worse.
4: Feylock (Sor 20)
Sylvan Sorcerer 20
Portrait[ibb.co]
Race: Aasimar (Idyllkin - Agathion-Blooded)
Alignment: TN (Ring of Balance)
Bloodline: Sylvan (Fey)
Ability Score Point-Buy: 20
  • STR: 12
  • DEX: 14
  • CON: 14 (+2)
  • INT: 10
  • WIS: 08
  • CHA: 19 (+2) [+5 => 24]
Skills: 2/level
  • Perception: essential skill
  • Lore (Nature): skill checks, monster ID
Camp Role: Guard or Hunting

Endgame Equipment:
  • Main Hand: Dormition (+5 Dagger, +2 to spell DC when casting a Death spell)
  • Offhand: Lightning Duelist (+1 Shock Dagger, +1 Dodge to AC, +4 Insight to Initative)
  • Armor: Robe of the True Master (+5 Deflection to AC, SR 18, +4 Resistance to saves, +2 SP)
  • Belt: Greater Belt of Perfect Components (1st-, 2nd- and 3rd-level spells auto-extended)
  • Boots: Sure Step (+4 ?? bonus to CMD, +4 Enh. bonus to CON, trip/slow immunity)
  • Gloves: Lightest Touch (+6 Enh. to Dexterity)
  • Head: Crown (+6 Enh. to INT/WIS/CHA)
  • Neck: Wind Breath (+4 Morale bonus to Initiative)
  • Ring1: Greater Ring of Balance (+5 Defl. to AC, Emotion/Fear/Confusion immunity, FoM)
  • Ring2: Ring of Circumstances (+2 Circumstance bonus to Cha, DC, Skills, Saves)
  • Shoulders: Cloak of Sold Souls (-4 CON, +2 to CL/DC for Necro spells, 3x Vamp Touch)
  • Wrist: Bracers of Armor +6 (+6 Armor bonus)
  • Rod: Rod of Power Source (+4 to Conjuration spell DC)
  • Rod2: Rod of Undeath (+2 to Necromancy spell DC, +1 caster level, Maximise 5/day)
Immunities: Movement-related (FoM), Emotion, Fear, Confusion, Trip

Loot Locations:
Main Hand: Dormition [CH3, Varnhold Vanishing: side with Enneo and against Jaethal]
Offhand: Lightning Duelist [Loot Stefano Moskoni]
Armor: Robe of the True Master [CH3 Varnhold Vanishing: Abandoned Keep, in room behind hidden wall]
Belt: Greater Belt of Perfect Components [CH6, Purchase from Rushlight for 170k]
Boots: Sure Step [Artisan: Tirval ('boots', T5)]
Gloves: Lightest Touch [Artisan: Nazrielle ('speed', T3)]
Head: Crown [Coronation event]
Neck: Wind Breath [Artisan: Mim ('amulet', T0)]
Ring1: Greater Ring of Balance [CH6, HATEOT, in the room with the 3rd key.]
Ring2: Ring of Circumstances [CH5, Rushlight Tournament, Magical Accessories trader]
Shoulders: Cloak of Sold Souls [Collect 15x Ancient Scrap of Script-Covered Leather]
Wrist: Bracers of Armor +6 [Unknown]
Rod: Rod of Power Source [Artisan: Irlene ('Rod', T3)]
Rod2: Rod of Undeath [Artisan: Irlene ('Rod', T4)]


Feats (*: bonus feat, italics: important ability):
L01 Sylvan Sorcerer 1: Spell Focus (Conjuration), Greater Spell Focus (Conjuration)*
L02 Sylvan Sorcerer 2: -
L03 Sylvan Sorcerer 3: Great Fortitude
L04 Sylvan Sorcerer 4: -
L05 Sylvan Sorcerer 5: Improved Great Fortitude
L06 Sylvan Sorcerer 6: -
L07 Sylvan Sorcerer 7: Spell Penetration, Improved Initiative*
L08 Sylvan Sorcerer 8: -
L09 Sylvan Sorcerer 9: Greater Spell Penetration, Fleeting Glance (Greater Invisibility)
L10 Sylvan Sorcerer 10: -
L11 Sylvan Sorcerer 11: Wings
L12 Sylvan Sorcerer 12: -
L13 Sylvan Sorcerer 13: Blind-Fight, Metamagic (Quicken)*
L14 Sylvan Sorcerer 14: -
L15 Sylvan Sorcerer 15: Metamagic (Heighten), Fey Magic (+2 Spell Penetration)
L16 Sylvan Sorcerer 16: -
L17 Sylvan Sorcerer 17: Spell Focus (Necromancy)
L18 Sylvan Sorcerer 18: -
L19 Sylvan Sorcerer 19: Greater Spell Focus (Necromancy), Dodge*
L20 Sylvan Sorcerer 20: Soul of the Fey (Poison Immunity, DR 10/Cold Iron)

Recommended Spells:
1st: Grease, Mage Armor, Expeditious Retreat, Enlarge Person, Reduce Person
2nd: Glitterdust, Web, Mirror Image, Invisibility, Blur
3rd: Haste, Displacement, Stinking Cloud, Communal Resist Energy
4th: Greater Invisibility, Animate Dead, Greater False Life, Dimension Door
5th: Animal Growth, Icy Prison, Phantasmal Web, Cloudkill
6th: Chains of Light, Sirocco, Undeath to Death
7th: Legendary Proportions, Waves of Exhaustion, Finger of Death
8th: Seamantle, Protection From Spells, Frightful Aspect
9th: Wail of the Banshee, Fiery Body, Mass Icy Prison

Useful Bonus Spells:
5th: Vinetrap
6th: Greater Dispel Magic
8th: Summon Nereid
9th: Summon Hamadryad

Spell DC Breakdown:
  • +10 Base
  • +11 Charisma
  • +1 Ring of Circumstances
  • +4 Rod of Power Source (Conjuration)
  • +6 Dormition/Cloak of Sold Souls/Rod of Undeath (Necromancy)
  • +2 Spell Focus feats
  • +1-9 Spell Level
  • Total for 9th level spells: DC 37 (Conjuration), DC39 (Necromancy)

Initiative Bonus Breakdown::
  • +8 (Dexterity, Fiery Body)
  • +4 (Lightning Duelist)
  • +4 (Improved Initiative)
  • +4 (Wind Breath)
  • Total bonus: +20
AC Bonus Breakdown:
  • +10: Basic AC bonus
  • +8: Dexterity bonus [26 Dexterity] (14 base, +6 Enhancement, +6 Fiery Body)
  • +6: Natural Armor bonus [Frightful Aspect]
  • +5: Enhancement to Natural Armor [Barkskin spell]
  • +5: Deflection bonus [Robe of the True Master]
  • +1: Dodge bonus [Haste spell]
  • +1: Dodge bonus [Dodge feat]
  • +4: Dodge bonus [15th level Bard Song - Inspire Heroics]
  • +4: Shield bonus [Shield spell]
  • +6: Armor bonus [Bracers of Armor +6]
  • +5: Enhancement to Armor [Magic Vestment spell]
  • +3: Dodge bonus [Wings feat]
  • +8: Cover bonus [Seamantle]
  • Total Armor Class: 66
  • Touch Armor Class: 40

Endgame Ability Scores (fully-buffed):
  • STR: 18 (12 base, +6 Frightful Aspect)
  • DEX: 26 (14 base, +6 Enhancement, +6 Fiery Body)
  • CON: 18 (14 base, +4 Enhancement, +4 Frightful Aspect, -4 Cloak of Sold Souls)
  • INT: 16 (10 base, +6 Enhancement)
  • WIS: 14 (8 base, +6 Enhancement)
  • CHA: 32 (24 base, +6 Enhancement, +2 Ring)

Replacement Story Companion:
  • Valerie's Witch build can replace this character. She has a rather pointless level in Fighter, but otherwise can perform well - this build is rather light on feat requirements. Her personal quest upgrades her Charisma by 2 points so that's a plus.
5: Shrieker (Brd 20)
Bard 20
Portrait[ibb.co]
Race: Tiefling (Spitespawn - Div-Spawn)
Alignment: any Chaotic (Ring of Chaos)
Ability Score Point-buy: 20
  • STR: 10
  • DEX: 16 (+2)
  • CON: 12
  • INT: 10 (-2)
  • WIS: 08
  • CHA: 19 (+2) [+5 increase = 24]
Skills: (4/level)
  • Knowledge (Arcana): skill checks, monster ID
  • Knowledge (World): skill checks, monster ID
  • Perception: essential skill
  • Lore (Religion): skill checks, monster ID
Camp Role: Hunting, Cooking, Guard or Special Role

Endgame Equipment:
  • Main Hand: Longbow of the Cold Moon (+3 Composite, deals 3D6 cold instead of physical)
  • Offhand: -
  • Armor: Ghost Leather (+3 Leather, Greater Invis when hit for 2 rounds)
  • Belt: Belt of Physical Perfection +6 (+6 Enhancement to Str/Dex/Con)
  • Feet: Hellstrider Boots (Fire resistance 30, Immunity to Poison)
  • Gloves: Royal Gloves of Valor (+6 Enhancement to Cha, Greater Heroism 3/day)
  • Head: Sharp Eye (+6 competence to Perception, +2 untyped bonus to ranged attack rolls)
  • Neck: Clockwork Pendant (+10 untyped bonus to movement speed, Haste spells extended)
  • Ring1: Ring of Chaos (+4 Deflection bonus to AC, permanent Freedom of Movement)
  • Ring2: Ring of Luck (+1 Luck bonus to all saves)
  • Shoulders: Charred Mantle (+6 Resistance to saves, Fear/Confusion immunity)
  • Wrist: Bracers of Archery (Grants Longbow proficiency)
  • Rod: Rod of Flaming Vengeance (+3 to Evocation spell DC, +1 caster level, Maximise 5/day)
Immunities: Movement-based effects (Freedom of Movement), Poison, Fear, Confusion

Loot Locations:
Main Hand: Longbow of the Cold Moon [CH3, Varnhold's Lot DLC loot]
Offhand: -
Armor: Ghost Leather [CH4, Armag's Tomb, secret area (tip: use Dimension Door!)]
Belt: Belt of Physical Perfection +6 [Unknown]
Feet: Hellstrider Boots [Unknown]
Gloves: Royal Gloves of Valor [Artisan: Tirval ('Gloves', T5)]
Head: Sharp Eye [Artisan: Mim ('Headband', T5)]
Neck: Clockwork Pendant [CH3, Shivering Glade, container in main (2nd) room]
Ring1: Ring of Chaos [CH5/CH4, Whiterose Abbey, Hidden [P29] in hallway after first fight]
Ring2: Ring of Evasion [CH2, Troll Trouble: Tartuk/Hargulka fight, loot]
Shoulders: Charred Mantle [CH4, Rerongar's Quest, Sharp Fangs Tribal Camp, forgive Rerongar's tribe]
Wrist: Bracers of Archery [CH1, Stag Lord's Fort, Loot Stag Lord]
Rod: Rod of Flaming Vengeance [Artisan: Irlene ('Rod', T5)]


Feats (*: rogue talent):
L01 Bard 1: Lingering Performance
L02 Bard 2: Combat Trick: Point-Blank Shot*
L03 Bard 3: Precise Shot
L04 Bard 4: -
L05 Bard 5: Weapon Focus: Longbow (Bracers of Archery required)
L06 Bard 6: Combat Trick: Dazzling Display*
L07 Bard 7: Rapid Shot
L08 Bard 8: -
L09 Bard 9: Shatter Defenses
L10 Bard 10: Combat Trick: Clustered Shots*
L11 Bard 11: Manyshot
L12 Bard 12: -
L13 Bard 13: Spell Penetration
L14 Bard 14: Combat Trick: Blind-Fight*
L15 Bard 15: Greater Spell Penetration
L16 Bard 16: -
L17 Bard 17: Spell Focus: Evocation
L18 Bard 18: Combat Trick: Arcane Strike*
L19 Bard 19: Greater Spell Focus: Evocation
L20 Bard 20: -

Recommended Spells:
1st: Hideous Laughter, Grease, Cure Light Wounds, Unbreakable Heart, Expeditious Retreat, Remove Fear
2nd: Heroism, Cacophonous Call, Cure Moderate Wounds, Delay Poison, Mirror Image, Invisibility
3rd: Displacement, Haste, Good Hope, Slow, Dispel Magic, Cure Serious Wounds
4th: Shout, Echolocation, Freedom of Movement, Greater Invisibility, Cure Critical Wounds, Dimension Door
5th: Ki Shout, Greater Dispel Magic, Mass Cacophonous Call, Joyful Rapture, Phantasmal Web
6th: Greater Shout, Overwhelming Presence, Mass Cure Moderate Wounds, Eyebite, Euphoric Tranquility

Evocation Spell DC Breakdown:
  • +10 Base
  • +10 Charisma
  • +3 Rod of Flaming Vengeance
  • +2 Spell Focus feats
  • +1-6 Spell Level
Total for 6th level spells: DC 31

AC Bonus Breakdown:
  • +10: Basic AC bonus
  • +5: Dexterity bonus [20 Dexterity] (16 base, +4 Enhancement)
  • +5: Enhancement to Natural Armor [Barkskin]
  • +4: Deflection bonus [Ring of Chaos]
  • +1: Dodge bonus [Haste spell]
  • +4: Dodge bonus [15th level Bard Song - Inspire Heroics]
  • +4: Shield bonus [Shield spell]
  • +2: Armor bonus [Leather Armor]
  • +3: Enhancement to Armor [Ghost Leather]
  • Total Armor Class: 38
  • Touch Armor Class: 24
Endgame Ability Scores (fully-buffed):
  • STR: 18 (12 base, +6 Enhancement)
  • DEX: 22 (16 base, +6 Enhancement)
  • CON: 18 (12 base, +6 Enhancement)
  • INT: 08 (8 base)
  • WIS: 08 (8 base)
  • CHA: 30 (24 base, +6 Enhancement)

Replacement Story Companion:
  • Linzi's Classic Bard can comfortably replace this character, lacking only Lingering Performance which makes managing the Bardic Performance resource a lot trickier and prevents stacking multiple performances at once, in boss fights and the like. Rather annoying that they went for Extra Performance instead. Of course, Linzi will need replacing at some point...
6: Tactician (Inq 19/Pal 1)
Tactical Leader 19/Divine Hunter 1
Portrait[ibb.co]
Race: Human
Alignment: LG (Erastil, Paladin)
Deity: Erastil
Domain: Animal
Ability Score Point-buy: 20
  • STR: 14
  • DEX: 17 (+2) [+5 increase = 22]
  • CON: 14
  • INT: 10
  • WIS: 14
  • CHA: 08
Skills: 5/level
  • Stealth: skill checks [~ +45 unbuffed]
  • Mobility: skill checks
  • Perception: essential skill
  • Lore (Nature): skill checks, monster ID
  • Lore (Religion): skill checks, monster ID
Camp Role: Camouflage, Hunting or Guard

Endgame Equipment:
  • Main Hand: Hunter's Blessing (+5 Holy Composite Longbow, +4 Sacred bonus to DEX)
  • Offhand: -
  • Armor: Shepherd's Armor (+5 Studded Leather Armor, +2 atk/dmg with bows)
  • Belt: Belt of Physical Perfection +6 (+6 to Str/Dex/Con)
  • Feet: Owlbear Skin Boots (Slow/Paralyze/Entangle/Difficult Terrain immunity)
  • Gloves: Gloves of Precise Shot (+5 untyped bonus to ranged weapon attack rolls)
  • Head: Helmet of the Dusk (+6 Enh. to Wisdom, Stun/Daze immunity, attack protection)
  • Neck: Necklace of the Eternal Hunter (+2 ?? bonus to attack rolls and +4 ?? bonus to damage rolls vs magical beasts)
  • Ring1: Lesser Ring of Ultimate Protection (+4 Res. to saves, +4 Deflection, SR19, DR 1/-)
  • Ring2: Chameleon Ring (+10 Competence bonus to Stealth checks)
  • Shoulders: Cloak of Shadows (+10 Enh. bonus to Stealth checks, Dazzle/Blind Immunity)
  • Wrist: Bracers of the Ruby Phoenix Champion (+1 untyped bonus to Longbows)
  • Quiver: Ancient Hunt (Infinite Lawful & Cold Iron arrows)
Immunities: Slow, Paralyze, Entangle, Difficult Terrain, Stun, Daze

Loot Locations
Main Hand: Hunter's Blessing [Artisan: Kimo Tavon ('bow', T5)]
Offhand: -
Armor: Shepherd's Armor [CH??, Lonely Barrow: behind the locked door (tip: use Dimension Door!)]
Belt: Belt of Physical Perfection +6 [Lategame item]
Feet: Owlbear Skin Boots [Artisan: Tirval ('Boots', T3)]
Gloves: Gloves of Precise Shot [Unknown]
Head: Helmet of the Dusk [CH??, The Secrets of Suramgamin: reward for passing ALL the trials]
Neck: Necklace of the Eternal Hunter [CH2, merchant Hassuf]
Ring1: Lesser Ring of Ultimate Protection [CH5 or CH6, Win the Rushlight Tournament]
Ring2: Chameleon Ring [Artisan: Nazrielle ('elven', T1)]
Shoulders: Cloak of Shadows [Capital trader, Hassuf, 6000gp]
Wrist: Bracers of the Ruby Phoenix Champion [CH6, HATEOT, Second level, chest near a locked door]
Quiver: Ancient Hunt (CH4, The Twice-Born Warlord: Barbarian Camp, Gwart's tent)


Feats & Abilities (*: bonus feat, italics: important ability):
L01 Divine Hunter 1: Precise Shot, Point-Blank Shot*, Weapon Focus (Longbow)*, Smite Evil
L02 Tactical Leader 1: -
L03 Tactical Leader 2: Dazzling Display
L04 Tactical Leader 3: Precise Strike* (This isn't supposed to work with ranged, but it does)
L05 Tactical Leader 4: Boon Companion, Animal Companion*
L06 Tactical Leader 5: -
L07 Tactical Leader 6: Rapid Shot
L08 Tactical Leader 7:
L09 Tactical Leader 8: Shatter Defenses
L10 Tactical Leader 9: Outflank*
L11 Tactical Leader 10: Manyshot
L12 Tactical Leader 11:
L13 Tactical Leader 12: Blind-Fight
L14 Tactical Leader 13: -
L15 Tactical Leader 14: Clustered Shots
L16 Tactical Leader 15: -
L17 Tactical Leader 16: Metamagic (Heighten)
L18 Tactical Leader 17: -
L19 Tactical Leader 18: Deadly Aim, Shake It Off*
L20 Tactical Leader 19: -

Suggested Spells (H: Heighten spell):
1st: Cure Light Wounds, Remove Fear, Shield of Faith, Expeditious Retreat
2nd: Cure Moderate Wounds, Lesser Restoration, Invisibility, Remove Paralysis
3rd: Cure Serious Wounds, Magical Vestment, Remove Curse, Communal Delay Poison
4th: Divine Power, Greater Invisibility, Death Ward, Freedom of Movement, Cure Critical Wounds
5th: H-Greater Invisibility, H-Divine Power, Spell Resistance, Break Enchantment, True Seeing
6th: H-Greater Invisibility, H-Divine Power, Heal
Note: be sure to unlock the secret Cleric/Inquisitor spell by completing the Wise Way quest that's started in Chapter 6, in the south-west corner of the Castle of Knives.

AC Bonus Breakdown:
  • +10: Basic AC bonus
  • +5: Dexterity bonus [32 Dexterity, limited by armor] (22 base, +6 Enh, +6 Sacred)
  • +5: Enhancement to Natural Armor [Barkskin]
  • +4: Deflection bonus [Lesser Ring of Ultimate Protection]
  • +1: Dodge bonus [Haste spell]
  • +4: Dodge bonus [15th level Bard Song - Inspire Heroics]
  • +4: Shield bonus [Shield spell]
  • +3: Armor bonus [Studded Leather Armor]
  • +5: Enhancement to Armor [+5 Studded Leather Armor]
  • Total Armor Class: 41
  • Touch Armor Class: 24

Endgame Ability Scores (fully-buffed):
  • STR: 20 (14 base +6 Enhancement)
  • DEX: 32 (22 base +6 Enhancement +4 Sacred)
  • CON: 20 (14 base +6 Enhancement)
  • INT: 10 (10 base)
  • WIS: 20 (14 base, +6 Enhancement)
  • CHA: 08 (8 base)

Replacement Story Companion:
  • Jubilost's Bomberman can comfortably replace this character, having very good support spells, and excellent ranged damage. It lacks an animal companion, and the spell list is different, so some adaptation is required. Also, since Jubilost relies on bombs, his ranged damage is a limited resource.
  • Ekundayo's Classic Ranger can also easily replace this character, though his spell list is a lot worse. He does have an animal companion, though unfortunately it's one of the weaker ones.
Basic Strategy
  • Send Kensai in first to attract enemy attention, tank spells, and so on.
  • Kensai's massive save bonuses allow it to ignore many hostile effects.
  • Use Kensai's Dazzling Display whenever you need to disperse enemies.
  • Painkiller is the off-tank, fighting alongside Kensai. Saves aren't as high, but AC is good.
  • Enemies that break engagement should stay attached to either Kensai or Painkiller.
  • Use pets to distract targets that are engaging your backline, or surround other targets.
  • Keep Sentinel behind Kensai where it can heal or damage enemies safely.
  • Enlarge Person and Legendary Proportions increase Sentinel's reach, allowing safe attacks.
  • Large or Huge enemies sometimes have greater reach, beware of them targeting Sentinel.
  • Use spells like Communal Resist Energy to negate damage from Alchemists, Wisps, etc.
  • Use spells like Grease, Web to disable groups of enemies.
  • Use spells like Chains of Light to disable very dangerous targets, e.g. Tristian fight.
  • Use ranged weapons with spells like Web to deal with enemies entirely at range, e.g. Cyclops.
  • Use spells like Displacement, Mirror Image, Greater Invisibility, in difficult fights.
  • Don't forget to buff pets with Mage Armor, Barkskin, Shield, SoF, Animal Growth, etc.
  • Keep an eye on pet hit points since their portraits don't show up on the main screen.

Alignment-based Damage. A small note on Holy, Axiomatic, Unholy and Anarchic. These weapon enchantments are only potent against their opposed alignment. For example, Holy weapons deal an extra 2D6 damage against all evil creatures, and are considered 'Good-aligned' when penetrating DR. Traditionally, Holy weapons are very powerful in CRPGs, however many enemies in this game are not evil, so Holy enchantments don't do anything against them. Holy is still very useful against a lot of enemies, though. Axiomatic is extremely good because it works against Chaotic Evil enemies, and it also works against many fey enemies who are naturally Chaotic. Unholy and Anarchic are practically useless.
Buff Sequence
Hour/level buffs
  • Magic Vestment (Cleric 3, Inquisitor 3)
  • Mage Armor (Sorcerer/Wizard 1)

10 min/level buffs
  • Barkskin (Alchemist 2)
  • Heroism (Bard 2) OR Heroic Invocation (Incorruptible Petal)
  • Freedom of Movement (Cleric 4, Inquisitor 4, Alchemist 4)
  • Communal Delay Poison [1 hour] (Alchemist 3, Cleric 3, Inquisitor 3)

Min/level buffs
  • Shield (Sorcerer 1, Alchemist 1, Sword Saint 1)
  • Mirror Image (Sword Saint 2, Bard 2)
  • Legendary Proportions (Alchemist 6, Sorcerer 7)
  • Death Ward (Cleric 4, Inquisitor 4, Alchemist 4)
  • Spell Resistance (Cleric 5, Inquisitor 5, Alchemist 5)
  • Frightful Aspect (Cleric 8, Sorcerer 8)
  • Communal Resist Energy [10 minutes] (Alchemist 3, Cleric 3, Sorcerer 3)

Round/level buffs
  • Displacement (Sword Saint 3, Alchemist 3, Bard 3, Sorcerer 3)
  • Greater Invisibility (Alchemist 4, Bard 4, Inquisitor 4, Sword Saint 4, Sorcerer 4)
  • Haste (Bard 3, Sorcerer 3)
  • Eaglesoul (Cleric 6)
  • Divine Power (Inquisitor 4, Cleric 4)
  • Burst of Glory (Cleric 5, Inquisitor 4)

Other buffs
  • Inspire Courage (Bard)
  • Inspire Heroics (15th-level Bard)

Note: this is just the sequence for the main team, not including vanilla NPC companions.
Artisan Mini-Guide
Masterpiece items must be unlocked before there is a chance Artisans will start working on them. To unlock masterpiece items, you must:
  • Successfully complete the Artisan's associated quests;
  • Have built their workshop in their associated settlement (Upgrading is not required);
  • Have unlocked the artisan's 6th tier quality items by performing 6 tier unlock actions.
Once a masterpiece has been unlocked to work on, there is a 33% * (1 + TurnsWithoutMasterpieces) chance that an artisan will start working on their masterpiece. If a specific item type is requested, the artisan will not attempt to create a masterpiece or increase the masterpiece chance for that attempt. Masterpiece items take 180 days to produce.

Note: apparently the artisans give you a gift whenever you rank up their related Kingdom stats, or something like that. I found the info here. Have a look, if you're interested. It appears you can game the system to get the particular gift you want.

Bokken the Alchemist
  • Bokken's found in the Outskirts. You should get him automatically.
  • You only need Bokken's Masterpiece, his elixir, so let Bokken make whatever he wants once he's ranked up. Until then, the Mad Scientist gloves (tier 2, 'alchemical items') are useful when fighting alchemists; Bombardier's Utility Belt (tier 3, 'alchemical items'), Acerbic Ring (tier 0, 'alchemical items') and Explosion Ring (tier 5, 'alchemical items') are great for Jubilost; and finally all of the items on the 'potions' list are quite useful.
  • Suggested tier unlocks: finish quest 'An Ancient Formula'; have the coronation throne room event occur (2 tiers); build a Workshop; rank Arcane up to 4; rank Loyalty up to 3.
  • Optional tier unlocks: Loyalty 6, Outskirts upgrades (Economy Center, Military Fort, Relations Center)

Dragn the Armorsmith
  • Dragn will call on you automatically after the Troll questline.
  • You only need Dragn's Masterpiece, 'Onslaught'. His 'plate armor' list has some nice items that might be useful. Remember to tell him to make whatever he wants, once he's sufficiently ranked to make his masterpiece.
  • Suggested tier unlocks: finish quest 'Lawbringer'; have the coronation throne room event occur (2 tiers); build a Workshop; rank Stability up to 5; rank Military up to 8 OR rank Stability up to 6.

Varrask the Enforcer
  • You meet Varrask in the Kamelands.
  • We can use the cloak from Tier 5 ('orc', Shaman's Cloak), so unlock the tiers as recommended below then ask him to make an 'Orc' item. The 'Kellid Style' list has quite a few nice items such as Opportunist's Boots (useful on Kensai), so you can ask him to make those items while you're waiting for him to rank up. Also the tier 2 'orc' item, a Ghost Touch dagger, is quite useful, so try to get him to make at least a couple of those.
  • Suggested tier unlocks: finish quest 'Earthbreaker' by getting the blood of Varrask's enemy; have the coronation throne room event occur (2 tiers); build a Workshop; rank Military up to 6.

Shaynih'a the Exotic Smith
  • You need to build a town in the South Narlmarches, then visit it and speak to her with Linzi in your party.
  • We don't need anything from her. There are no choices for this artisan.
  • Suggested tier unlocks: finish her quest and build the building she requires so that she starts making items.

Mim the Jewelcrafter
  • Mim is from the Silverstep region, but it could be that she approaches you with a quest.
  • We need six items from Mim: an 'amulet' from tier 0 (Wind Breath), a 'ring' from tier 1 (Colossus Ring), a 'ring' from tier 3 (Fortunate Fencer), a 'ring' from tier 4 (Daring Duelist), a 'headband' from tier 5 (Sharp Eye), and her masterpiece (Great Dreamer's Smile). Oof. If RNG strikes, use the Better Vendors mod.
  • Suggested tier unlocks: finish quest 'Three Wishes'; have the coronation throne room event occur (2 tiers); build a Workshop; rank Economy up to 5.

Tirval the Leatherworker
  • Tirval is from Varnhold so I suspect you'll find her there. She'll ask you to help her.
  • We need a lot of items from Tirval: 'boots' from tier 3 (Owlbear Skin Boots), a 'magical item' from tier 4 (Brightest Darkness), 'gloves' from tier 5 (Royal Gloves of Valor), and 'boots' from tier 5 (Sure Step). Also, the tier 0 'belt' (Mirrored Belt) is really useful so try to get a couple of those, and the 'gloves' from tier 0 (Cheatsheet Gloves) are useful too.
  • Suggested tier unlocks: finish quest 'The Varnhold Militia'; have the coronation throne room event occur (2 tiers); build a Workshop; rank Espionage up to 3.

Irlene the Shady Dealer
  • She's from Shrike, but she turns up in your throne room after you unlock the Magister role.
  • We only need rods from her (tier 1, Rod of Undeath, tier 3, Rod of Power Source, and tier 5 one, Rod of Flaming Vengeance), so just have her making those all the time, initially - we can make use of multiple copies of each. We don't need her masterpiece, but it is very nice to have, so when your shopping list is done, let her make whatever she wants. Also, the rod she makes at tier 0 is very useful as well. Get her ASAP!
  • Suggested tier unlocks: finish quest 'A Simple Favor'; have the coronation throne room event occur (2 tiers); build a Workshop; upgrade to Studio or rank Relations up to 3.

Sharel the Tailor
  • You need to build a town in the North Narlmarches, then visit it and speak to her.
  • We need a tier 5 'robe' item (Envy of the Master) from Sharel. We don't need her masterpiece. The tier 0 robe she makes is useful early game for both Kensai and Painkiller.
  • Suggested tier unlocks: finish quest 'A Bloody Craft' (2 tiers); have the coronation throne room event occur (2 tiers); build a Workshop.

Nazrielle the Weaponsmith
  • You need to build a town in the Kamelands, then visit it and speak to her.
  • We need a tier 5 'speed' item from her (Dragonfly Ring), a tier 1 ring ('elven', Chameleon Ring), a tier 3 'speed' item (Lightest Touch) and a tier 4 'elven' weapon (Clarity). Use the Better Vendors mod if you have trouble obtaining the Dragonfly Ring.
  • Suggested tier unlocks: finish quest 'Nazrielle's Greatest Creation'; have the coronation throne room event occur (2 tiers); build a Workshop; rank Population up to 5.

Kimo the Woodmaster
  • You need to build a town in the Northern Narlmarches, then visit it and speak to him.
  • We only need a tier 5 bow from him (Hunter's Blessing), however his quivers are quite useful, too. Have him make quivers until he ranks up to tier 4 or 5, then ask him to make bows. His masterpiece is OK, maybe a bit overrated because of the way the extra attack works.
  • Suggested tier unlocks: finish quest 'Affairs of the Heart'; have the coronation throne room event occur (2 tiers); build a Workshop; rank Culture up to 5 OR rank Loyalty up to 4.
Suggested Advisors
I strongly recommend that you choose the Surtova envoy at the beginning of the game so that you get the councillor named Shandra Mervey. She's by far the best choice. Also, don't accept the offer during the coronation. Another matter would be when you get the option about taxes, pick lower taxes. See more tips here: https://www.neoseeker.com/pathfinder-kingmaker/guides/Kingdom_Management

Community
  • Role: Regent
  • Key ability score: Charisma
  • Options: Valerie, Octavia, Lander Lebeda
  • Best choice: Valerie, Octavia
  • Worst choice: Lander
Loyalty
  • Role: Councillor
  • Key ability score: Wisdom
  • Options: Tristian, Shandra Mervey, Tsanna
  • Best choice: Shandra Mervey
  • Worst choice: Tristian
Military
  • Role: General
  • Key ability score: Strength
  • Options: Amiri, Regongar, Kassil Aldori
  • Best choice: any of these three will do fine
Economy
  • Role: Treasurer
  • Key ability score: Intelligence
  • Options: Jubilost, Kanerah, Bartholomew, Maegar
  • Best choice: Jubilost
Divine
  • Role: High Priest
  • Key ability score: Wisdom
  • Options: Harrim, Jhod, Tsanna
  • Best choice: Jhod or Harrim
Relations
  • Role: Grand Diplomat
  • Key ability score: Charisma
  • Unlocks at: Community IV
  • Options: Valerie, Linzi, Bartholomew
  • Best choice: Bartholomew or Valerie
  • Worst choice: Linzi
Stability
  • Role: Warden
  • Key ability score: Constitution
  • Unlocks at: Military IV
  • Options: Regongar, Ekundayo, Kesten
  • Best choice: Kesten, since the others have relatively low Constitution
Arcane
  • Role: Magister
  • Key ability score: Intelligence
  • Unlocks at: Divine IV
  • Options: Octavia, The Storyteller, Vordakai
  • Best choice: The Storyteller
Culture
  • Role: Curator
  • Key ability score: Charisma
  • Unlocks at: Loyalty IV
  • Options: Linzi, Jaethal, The Storyteller
  • Best choice: The Storyteller
Espionage
  • Role: Minister
  • Key ability score: Dexterity
  • Unlocks at: Relations IV
  • Options: Jaethal, Jubilost, Ekundayo
  • Best choice: any of these three will do fine
Animal Companion Stats


Here are the stats for each animal companion in greater detail. These stats are taken from the pet when its owner is at level 20 (note that pets don't actually reach level 20, they cap out at about level 16 or so, so if your pet isn't the same level as you, that's not a bug).

Some observations:
  • Pets have more or less the same Hit Points, Armor Class, and Attack Bonus.
  • The number of attacks each pet has varies wildly. Some have 1, others have 5.
  • Mastodon's high damage is only for its 1st attack. The second one has lower damage...
  • ...and the same applies to the elk. Its second and third attacks have less damage.
  • Mastodon has a trample ability that can knock targets down in an area of effect.
  • Centipede and lizard have poisoned attacks that are fairly weak, lizard's being the weakest.
  • You might notice that the centipede has no Intelligence score. This is because it's vermin...
  • ...and as such, is supposed to get vermin immunities. It doesn't, though, apparently.
  • Smilodon has 5 APR making it the most damaging pet by far.
  • The 6th level arcane spell 'Greater Polymorph' grants any pet 5 APR by turning it into a dragon.
  • The dragon form is quite large and cumbersome, though. Maybe only use it for boss fights.
  • The leopard has the best stats early on, but later gets outclassed by the smilodon.
  • The Animal Growth spell grants Strength & lowers Dexterity, so Weapon Finesse isn't that useful.
  • There are some differences in speed which might make some pets better for rushing casters.
  • It's important to note that the pets which only have 1 attack actually gain iterative attacks as they gain BAB. They have medium BAB, so they can eventually get 3 APR, though these attacks don't quite compete with the other pets because of the way iterative attack bonuses work (increasing penalty with each attack)...
  • However... if you cast the Transformation spell, the pet inherits a BAB score equal to the Alchemist's caster level, potentially granting the pet up to 20 BAB and 4 iterative attacks. This means that lategame, pets like the Dog can become exceptionally strong, almost as strong as the Smilodon.
Overall the best pet is the smilodon, because of its high damage output. The leopard performs very well early game, and it's the best tripping pet by far so if you want a tripping pet, that's the one to go for. It's also slightly smaller than the other pets but I'm not sure if this actually makes a difference in-game. The elk is also an excellent pet, lacking trip and having less attacks per round than the smilodon, but being very fast and having a special powerful charge ability. The bear makes for an excellent pet if you are going to use the special scimitar that boosts its damage. The mastodon's trample ability might make up for its lower number of attacks. The other pets eventually get better offensive power as they level up, and the ones that have trip attacks (such as the Dog) will eventually surpass the others - though only when heavily buffed!

Smilodon AC Bonus Breakdown:
  • +46: Base AC at level 20
  • +4: Natural Armor bonus [Transformation]
  • +2: Increase to Natural Armor bonus [Animal Growth]
  • +5: Enhancement to Natural Armor [Barkskin]
  • +5: Deflection bonus [Shield of Faith]
  • +1: Dodge bonus [Haste spell]
  • +4: Dodge bonus [15th level Bard Song - Inspire Heroics]
  • +4: Shield bonus [Shield spell]
  • +4: Armor bonus [Mage Armor]
  • +5: Enhancement to Armor [Magic Vestment spell]
  • Total Armor Class: 78
Tips & Tricks
Lonely Barrow
  • As early as Chapter 2, a location can be found called 'Lonely Barrow'.
  • Within this location is a powerful enemy that is difficult to kill. This enemy drops powerful items.
  • However, there are also some items in a chest in this location.
  • With the use of a certain spell that allows for teleportation, one can teleport into the area...
  • ...sneak past the enemy, loot the chest, and teleport out, all without fighting at all.
  • This means several powerful items can be obtained relatively easily, and quite early on.
  • If you want more details, there are various Reddit threads that go into more detail on this.

More Alchemist Extracts
  • Alchemists have 'extracts' that function similarly to spells.
  • You can even cast spells with a range of Personal using the Infusion discovery.
  • Did you know alchemists can learn new extracts in the same way as wizards learn new spells?
  • Just buy a scroll from a vendor and have your alchemist learn the new extract.
  • Bear in mind you can only learn new extracts that are on the alchemist's extract list.

Delay Poison... Infinitely?
  • The spell Delay Poison seems to suggest that poison effects are temporarily suspended.
  • However, the spell actually just makes you immune to all poisons.
  • The Communal version of this spell is particularly effective. Make sure you use it.

Dealing With Alchemists and Wisps
  • Both wisps and alchemists have repeatedly nuke you with elemental damage. Annoying.
  • The Resist Energy spell has a long duration and will block most, if not all of this damage.
  • Again, the Communal version of this spell is particularly effective. Make sure you use it.

Smite Evil & Lay On Hands
  • When players dip Paladin levels, they often forget about Smite Evil.
  • However, it's a fantastic ability that is incredibly effective even at Paladin 1 or Paladin 2.
  • It grants bonus AC and attack, and bypasses all DR - but only against an Evil creature.
  • So don't forget to use this ability whenever you can against tough enemies.
  • Lay On Hands is another ability that doesn't seem very useful if you only have 1 or 2 Paladin levels.
  • However, using this ability on yourself is a swift action, which means it's effectively free HP.
  • Up to 8D6 extra HP during a fight can really make a difference, so don't forget about it.

Transformation on Animal Companions
  • Animal Companions have significantly less BAB than main characters do.
  • They have up to +12 BAB when their owner reaches level 20 in a pet class such as Druid.
  • The spell Transformation can be cast on pets by an Alchemist with the Infusion ability.
  • Transformation uses the caster's caster level to give the target a new BAB.
  • For example, a 20th level Alchemist grants the target 20 BAB.
  • When cast on a pet, this is a significant boost to their attacks.
  • Furthermore, some pets like the Dog get extra attacks based on their BAB...
  • ...so this boost is even more effective for them.
  • It's for this reason that I strongly recommend casting Transformation on pets during key fights.

Custom Formations
  • Make sure to set a custom formation using the formation button in the bottom left corner.
  • Put the animal companions near the front to provide a protective shield for your back line.
Recommended Mods
This gem of a mod has been updated by another user and can now be used safely since it's being actively bugfixed. It allows you to craft new magic items and also upgrade old ones, so for example if you find a +3 weapon you like, you can upgrade it to +5. I strongly recommend you do not cheat with this mod in order to preserve game balance.

A mod that lets you view the loot that is in the Area you are currently in, including enemy/ally inventories. It is a simple list of what you are missing at that moment, it doesn't however tell you where the items are.

Allows you to set an exponential XP scale that means you can reach level 20 by the end of the game. Check the discussion tab for some good advice. User Micah71381 recommends using a base multiplier of 1, divider of 15 and an exponential of 5 (using the 'Exponential' option - 3rd setting). However I feel that the exponential value of 5 might be a little too high, maybe about 2.5-3 might be better, since reports indicate you can actually reach level 20 by endgame, now.

Provided by Owlcat themselves, apparently. Should work.

Includes a variety of features, not least of which is the Vendor Injector: this remarkable mod allows you to instantly (as in instantly, on the fly, without even restarting the game) add any item to a Capital Square vendor, so that you can purchase it. It's a very lightweight and should be safe to use, as well as safe to uninstall after use. It's technically a cheat, but it's a palatable one for items which are proving hard to obtain, or have been missed. It's a nice way to solve Artisan RNG, for example - if you know you've unlocked a certain tier but the game keeps ♥♥♥♥ing you on RNG, you can just sell the item you actually received and buy the one you wanted. There are also items which exist in the game's files but not in the campaign, such as Twin Serpents. Another thing would be the Changestaff spell which requires a non-magical quarterstaff as a resource, which, oddly enough, is quite a rare item, but not with this mod. Many thanks to Hambeard for creating this mod at my request.

I previously recommended Cheat Menu, however Bag of Tricks is constantly being updated and is by far the better choice now. It allows you to modify an astounding number of things, such as experience, gold, and so on.

Custom Companion and NPC Portraits: https://www.nexusmods.com/pathfinderkingmaker/mods/100
This mod allows you to replace the portraits of your companions and various NPCs. However, the documentation is awful. See below for a short guide on how to install and use the mod. Check out the alternative portraits I've posted for some of the NPC companions, you might like them.

Installation & Usage:
1: Download only the main file titled "REQUIRED - Companion Custom Portrait - REQUIRED" from the mod's Nexus page.
2: Install this file using Unity Mod Manager.
3: Launch the game. This creates many custom portrait directories in the User/AppData/Owlcat Games/Pathfinder Kingmaker/Portraits directory. Note that override directories will be created for mercenary characters you've made, as well as vanilla NPCs like Amiri.
4: Replace the portrait .PNG images in each of the new directories with the ones desired.

Custom Player Voice - Male Adventurer - https://www.nexusmods.com/pathfinderkingmaker/mods/73
This mod replaces the existing male 'Confident' voice with a new one. Normally mods like this tend to be quite poor, but the quality of this mod is astounding, and the voice itself is far superior to the vanilla voiceset it replaces. Check out a showcase here.

This mod does a few different things, but the principal thing I like is that it adds a 'clean' button to the loot window when you leave a zone. It removes all loot and NPC corpses from the zone, which reduces the size of your saves. I think this will help prevent the issue where loading times for saves begin to get longer and longer.

Very simply adds hotkeys to toggle these two abilities. Currently you have to manually click on the buttons in order to toggle these on or off, which, to anyone who has any RTS experience or simply knows how to use a freaking keyboard, is heresy. Having the option to toggle them off with a specific keyboard shortcut is rather essential, in my opinion.

This is a rather simple but nice mod, that does what it says on the tin. God knows what Owlcat were thinking with that fade-in intro, it's annoying as hell.

This adds a number of improvements to the UI, but the most critical thing for me is to always have pet portraits visible. It annoys me to no end that I can't see, at-a-glance, what the status of my animal companion is, without going into a separate menu. The mod's other options are just gravy, in my opinion.
How To Level Your Character To 20
Once you've decided on a race and starting class, get into the game, make a new character, and select your starting feats and abilities. Skip the introduction conversations and save your game.

Quit the game, then go to
  • Users/<Username>/AppData/LocalLow/Owlcat Games/Pathfinder Kingmaker/Saved Games

From there, find the saved game that you just made. Load it in a Zip manager (I use 7Zip). Open party.json from within the archive, using an editor such as Notepad++. Don't extract any files, this is important. Once you've loaded that json file, do a search for the first instance of the word 'experience'. Next to that word should be a number 0. Change that number to 3600000 (3 million, 600 thousand). Save the file in your editor, and quit the editor. Your zip manager should ask you if you want to update the file within the archive - if it doesn't ask you that, then you messed up, and need to start again. Tell your zip manager that yes, you want to update the file within the archive. Then quit your zip manager. Load the game up, and load your save. You should be able to level up all the way to 20.

UPDATE: take care when editing your party's experience levels using this method. If one of your characters has an animal companion, it is not supposed to have the same experience as the rest of your group (because animal companions have Hit Dice, not levels - this is confusing because the game doesn't show this properly, it just shows the animal companion as having 'levels', but animal companions don't have levels as such.). So don't edit your animal companion's experience level, because that will mess things up badly.
How To Increase Your GP
Something that you might find useful is to increase the amount of gold pieces you have so that you can hire mercenaries. For example, you might decide that you want to rebuild one of your mercenaries into a different class, or race, or pick a different ability, etc.

So this is a very easy process, simply follow the instructions for the previous section, except this time, instead of altering PARTY.JSON, load up PLAYER.JSON and search for the term 'MONEY'. Simply alter the number following this phrase, save and close the file, and update the file within the archive.
Alternative Builds Overview
Just some example builds for fun.

1: Bashlord: Melee Damage (STR/DEX/CON)
  • Bashing Finish grants extra bonus attacks whenever you crit with Blinding Light...
  • ...which will be often, and painful, especially at 20th level.
  • 4 main hand attacks, 3 off-hand attacks, 1 bite attack, 1 extra attack from Haste, 1 gore attack.
  • That's 10 APR, and on the 5 main hand attacks there's a 25% chance to shield bash.
  • Not especially good at anything else. Very poor touch AC.
2: Crusader: Melee Damage & Support Caster (STR/DEX/WIS)
  • Built as a comparison to Bashlord.
  • Sacrifices a domain and one spell per level in order to get access to a very dubious feat list.
  • It was suggested that a shield bash build could optimize the Crusader to a degree.
  • But I think the build has to work too hard in order to fit the feats in...
  • ...and doesn't end up very effective, even if it does have (almost) full Cleric spellcasting.
3: Healing Tank: Melee Damage & Support Caster (STR/DEX/WIS/CHA)
  • Designed for a Discord user who asked for a healer & tank combination.
  • It's a main character build, so don't forget to adapt the distribution if you're using 20 point-buy.
  • Law & Nobility are top tier domains, not as powerful as Animal or Community but still good.
  • Ecclesitheurge means we can get Seamantle at 9th level which is a huge AC boost.
  • Cast buffs before combat, attack things til they die, Channel Energy for group heals. Easy.
  • There are some other hat options since it doesn't need INT, e.g. Brightest Darkness.
  • No Uncanny Dodge means vulnerability during the first round, so be aware of that.
4: Evil Kensai: Melee Damage & Support Caster (STR/DEX/INT/WIS)
  • Designed for a Discord user who asked for a Lawful Evil version of the Kensai build.
  • It's a main character build, so don't forget to adapt the distribution if you're using 20 point-buy.
  • I decided to go for a trip build, it turned out so well that I changed the main Kensai build.
1: Bashlord (Ftr 20)
Fighter 20
Race: Tiefling (Motherless - Qlippoth-Spawn)
Alignment: NE
Point buy: 20
  • STR: 19 (+2) [+5 increase = 22]
  • DEX: 15
  • CON: 12
  • INT: 10 (-2)
  • WIS: 10 (+2)
  • CHA: 08
Skills: 2/level
  • Athletics: skill checks
  • Perception: essential
Camp role: Guard

Endgame Equipment:
  • Main Hand: Blinding Light (+5 Estoc, 18-20x3, chance to Blind on hit)
  • Offhand: Ravena's Oath (+5 Heavy Shield, 1d6 stacking Bleed on hit)
  • Armor: Onslaught (+5 Mithral Full Plate, +8 Enh. to Strength, +20 Enh. bonus to move speed)
  • Belt: Conqueror Wyrm (+8 Enh. to Constitution)
  • Feet: Owlbear Skin Boots (Slow/Paralyze/Entangle/Difficult Terrain immunity)
  • Gloves: Gloves of Dueling (+2 to Weapon Training bonus)
  • Head: Triple Fin Helmet (Grants extra cold iron gore attack that has +2 Enhancement)
  • Neck: Amulet of Natural Armor +5 (+5 Enhancement bonus to Natural Armor)
  • Ring1: Ring of Protection +5 (+5 Deflection bonus to AC)
  • Ring2: Dragonfly Ring (+8 Enhancement to Dexterity, Cleanse 3/day)
  • Shoulders: Charred Mantle (+6 Resistance to saves, Fear/Confusion immunity)
  • Wrist: Golden Vision (+2 untyped bonus to saves vs Illusion spells?)
Immunities: Slow, Paralyze, Entangle, Difficult Terrain, Fear, Confusion

Buff Spells Breakdown:
  • 10 Min/level Buffs: Heroism/Heroic Invocation
  • Min/level Buffs: Legendary Proportions, Death Ward, Spell Resistance
  • Round/level Buffs: Displacement/Greater Invisibility, Haste
  • Other Buffs: Inspire Courage, Inspire Heroics
Loot Locations:
Main Hand: Main Hand: Blinding Light [?]
Offhand: Ravena's Oath (?)
Armor: Onslaught [Artisan: Dragn (Masterpiece)]
Belt: Conqueror Wyrm (Artisan)
Feet: Owlbear Skin Boots [Artisan: Tirval ('Boots', T3)]
Gloves: Gloves of Dueling [?]
Head: Triple Fin Helmet [Unknown]
Neck: Amulet of Natural Armor +5 [?]
Ring1: Ring of Protection +5 [?]
Ring2: Dragonfly Ring [Artisan-Nazrielle ('Speed', T5)]
Shoulders: Charred Mantle [CH4, Rerongar's Quest, Sharp Fangs Tribal Camp, forgive Rerongar's tribe]
Wrist: Golden Vision [CH4, Hemlock Island, Book episode, DC30 check]


Feats & Abilities (*: bonus feat, italics: important ability):
L01 Fighter 1: Power Attack, Two-Weapon Fighting*
L02 Fighter 2: Exotic Weapon Proficiency (Estoc)*
L03 Fighter 3: Weapon Focus (Estoc)
L04 Fighter 4: Outflank*
L05 Fighter 5: Dazzling Display, Weapon Training (Heavy Blades)*
L06 Fighter 6: Shatter Defenses*
L07 Fighter 7: Improved Two-Weapon Fighting
L08 Fighter 8: Shield Bash*
L09 Fighter 9: Improved Critical (Estoc), Armed Bravery*
L10 Fighter 10: Blind-Fight*
L11 Fighter 11: Shield Master
L12 Fighter 12: Bashing Finish*
L13 Fighter 13: Penetrating Strike, Weapon Training (Close)*
L14 Fighter 14: Greater Two-Weapon Fighting*
L15 Fighter 15: Critical Focus
L16 Fighter 16: Greater Penetrating Strike*
L17 Fighter 17: Staggering Critical, Fighter's Reflexes*
L18 Fighter 18: Critical Mastery*
L19 Fighter 19: Sickening Critical or Blinding Critical
L20 Fighter 20: Greater Weapon Specialization (Estoc)*, Weapon Mastery (Estoc)

AC Bonus Breakdown:
  • +10: Basic AC bonus
  • +3: Dexterity bonus [19 Dexterity, limited by armor] (15 base, +4 Enhancement)
  • +6: Size bonus to Natural Armor [Legendary Proportions spell]
  • +5: Enhancement to Natural Armor [Amulet of Natural Armor +5]
  • +5: Deflection bonus [Ring of Protection +5]
  • +1: Dodge bonus [Haste spell]
  • +4: Dodge bonus [15th level Bard Song - Inspire Heroics]
  • +7: Shield bonus [Ravena's Oath]
  • +9: Armor bonus [Onslaught]
  • +5: Enhancement to Armor [Onslaught]
  • -2: Size penalty [Legendary Proportions spell]
  • Total Armor Class: 53
  • Touch Armor Class: 21

Endgame Ability Scores (fully-buffed):
  • STR: 38 (24 base +8 Enhancement +6 Legendary Proportions)
  • DEX: 23 (15 base +8 Enhancement)
  • CON: 24 (12 base +8 Enhancement +4 Legendary Proportions)
  • INT: 10 (10 base)
  • WIS: 10 (10 base)
  • CHA: 08 (8 base)
2: Crusader (Clr 20)
Crusader 20
Race: Tiefling (Motherless - Qlippoth-Spawn)
Alignment: NE
Point buy: 20
  • STR: 15 (+2) [+5 increase = 20]
  • DEX: 15
  • CON: 12
  • INT: 10 (-2)
  • WIS: 16 (+2)
  • CHA: 11
Skills: 2/level
  • Athletics: skill checks
  • Perception: skill checks
Camp role: Guard

Endgame Equipment:
  • Main Hand: Blinding Light (+5 Estoc, 18-20x3, chance to Blind on hit)
  • Offhand: Ravena's Oath (+5 Heavy Shield, 1d6 stacking Bleed on hit)
  • Armor: Any Medium
  • Belt: Conqueror Wyrm (+8 Enh. to Constitution)
  • Feet: Owlbear Skin Boots (Slow/Paralyze/Entangle/Difficult Terrain immunity)
  • Gloves: Steady Hand (+4 Enh. to Dexterity)
  • Head: Metal Reborn (+6 Enh. to WIS/CHA, DR 5/Bludgeoning)
  • Neck: Amulet of Natural Armor +5 (+5 Enhancement bonus to Natural Armor)
  • Ring1: Ring of Protection +5 (+5 Deflection bonus to AC)
  • Ring2: Power Stone (+4 Enh. to Strength)
  • Shoulders: Charred Mantle (+6 Resistance to saves, Fear/Confusion immunity)
  • Wrist: Golden Vision (+2 untyped bonus to saves vs Illusion spells?)
Immunities: Slow, Paralyze, Entangle, Difficult Terrain, Fear, Confusion

Buff Spells Breakdown:
  • 10 Min/level Buffs: Heroism/Heroic Invocation
  • Min/level Buffs: Legendary Proportions, Death Ward, Spell Resistance
  • Round/level Buffs: Displacement/Greater Invisibility, Haste
  • Other Buffs: Inspire Courage, Inspire Heroics
Loot Locations:
Main Hand: Main Hand: Blinding Light [?]
Offhand: Ravena's Oath (?)
Belt: Conqueror Wyrm (Artisan)
Feet: Owlbear Skin Boots [Artisan: Tirval ('Boots', T3)]
Gloves: Steady Hand [?]
Head: Metal Reborn [?]
Neck: Amulet of Natural Armor +5 [?]
Ring1: Ring of Protection +5 [?]
Ring2: Fortunate Fencer [Artisan: Mim ('Ring', T3)]
Shoulders: Charred Mantle [CH4, Rerongar's Quest, Sharp Fangs Tribal Camp, forgive Rerongar's tribe]
Wrist: Golden Vision [CH4, Hemlock Island, Book episode, DC30 check]


Feats & Abilities (*: bonus feat, italics: important ability):
L01 Crusader 1: Exotic Weapon Proficiency (Estoc), Weapon Focus (Estoc)*
L02 Crusader 2: -
L03 Crusader 3: Dazzling Display
L04 Crusader 4: -
L05 Crusader 5: Two-Weapon Fighting, Shield Bash*
L06 Crusader 6: -
L07 Crusader 7: Outflank
L08 Crusader 8: -
L09 Crusader 9: Shatter Defenses
L10 Crusader 10: Improved Critical (Estoc)*
L11 Crusader 11: Improved Two-Weapon Fighting
L12 Crusader 12: -
L13 Crusader 13: Blind-Fight
L14 Crusader 14: -
L15 Crusader 15: Shield Master, Bashing Finish*
L16 Crusader 16: -
L17 Crusader 17: Greater Two-Weapon Fighting
L18 Crusader 18: -
L19 Crusader 19: Weapon Specialization (Estoc)
L20 Crusader 20: Greater Weapon Specialization (Estoc)

AC Bonus Breakdown:
  • +10: Basic AC bonus
  • +4: Dexterity bonus [19 Dexterity] (15 base, +4 Enhancement)
  • +6 Natural Armor bonus [Frightful aspect]
  • +5: Enhancement to Natural Armor [Amulet of Natural Armor +5]
  • +5: Deflection bonus [Ring of Protection +5]
  • +1: Dodge bonus [Haste spell]
  • +4: Dodge bonus [15th level Bard Song - Inspire Heroics]
  • +7: Shield bonus [Ravena's Oath]
  • +9: Armor bonus [Full Plate]
  • +5: Enhancement to Armor [Onslaught]
  • -1: Size penalty [Frightful Aspect]
  • Total Armor Class: 56
  • Touch Armor Class: 20

Endgame Ability Scores (fully-buffed):
  • STR: 30 (20 base +4 Enhancement +6 Frightful Aspect)
  • DEX: 19 (15 base +4 Enhancement)
  • CON: 24 (12 base +8 Enhancement +4 Frightful Aspect)
  • INT: 10 (10 base)
  • WIS: 22 (16 base +6 Enhancement)
  • CHA: 20 (14 base +6 Enhancement)
3: Healing Tank (Clr 19/Mnk 1)
Ecclesitheurge 19/Sacred Fist 1
Race: Aasimar (Angelkin - Angel-blooded)
Alignment: LG (Monk, Protector's Robe, Paladin)
Primary Domain: Nobility
Secondary Domain: Law
Point buy: 25
  • STR: 17 (+2) [+5 increase = 22]
  • DEX: 14
  • CON: 14
  • INT: 08
  • WIS: 14
  • CHA: 16 (+2)
Skills: 2.5/level
  • Persuasion: skill checks
  • Perception: essential
  • Any other skill you require
Camp role: Guard

Endgame Equipment:
  • Main Hand: Ruin (+5 Quarterstaff; deals 2D6 Force damage on-hit)
  • Offhand: -
  • Armor: Protector's Robe (grants +5 Dodge bonus to AC)
  • Belt: Belt of Physical Perfection +8 (+8 Enhancement bonus to Str, Dex & Con)
  • Feet: Manticore Skin Boots (+4 Enh. to Natural Armor bonus, +10 untyped movespeed bonus)
  • Gloves: Alkali Gloves (+1D6 Acid damage on hit)
  • Head: Hat of Mental Perfection +8 (+8 Enhancement bonus to Int, Wis & Cha)
  • Neck: Riversong Amulet (+5 Competence bonus to Persuasion/Athletics, Resist Electricity 20)
  • Ring1: Daring Duelist (+2 to attack rolls with melee weapons, +1 Dodge bonus to AC)
  • Ring2: Great Dreamer's Smile (+2 Luck to atk/dmg/saves/skills/SP, curse immunity)
  • Shoulders: Absolver's Cloak (+4 Defl. to AC, +4 Res. to saves, +4 Enh. to Persuasion)
  • Wrist: Bracers of Armor +8 (+8 Armor bonus)
  • Special: Bokken's Elixir (Permanent +2 Inherent bonus to all ability scores)
Immunities: Curses

Loot Locations:
Main Hand: Ruin [Diplomatic incident with Razmiran agents - ask for a magic weapon.]
Offhand: -
Armor: Protector's Robe [CH4, Armag's Tomb, Hidden [P35] Locked [T34] box in Armag's Treasury]
Belt: Belt of Physical Perfection +8 [CH6, Ilthuliak's Lair (north of Castle of Knives)]
Feet: Manticore Skin Boots [CH4, Armag's Tomb, Chamber with an iron golem]
Gloves: Alkali Gloves [Vendor Injector mod]
Head: Hat of Mental Perfection +8 [CH2, Lonely Barrow, dropped from the enemy here]
Neck: Riversong Amulet [CH5, War of the River Kings: loot from Renshala]
Ring1: Daring Duelist [Artisan: Mim ('Ring', T4)]
Ring2: Great Dreamer's Smile [Artisan: Mim (Masterpiece)]
Shoulders: Absolver's Cloak [CH5, Rushlight Tournament: buy from Trader]
Wrist: Bracers of Armor +8 [CH2, Lonely Barrow, dropped from the powerful enemy here]
Special: Bokken's Elixir [Artisan: Bokken (Masterpiece)]


Feats & Abilities (*: bonus feat, italics: important ability):
L01 Scaled Fist 1: Blind-Fight
L02 Ecclesitheurge 1: -
L03 Ecclesitheurge 2: Selective Channel, Aura of Grace
L04 Ecclesitheurge 3: -
L05 Ecclesitheurge 4: Outflank
L06 Ecclesitheurge 5: -
L07 Ecclesitheurge 6: Weapon Focus (Quarterstaff)
L08 Ecclesitheurge 7: -
L09 Ecclesitheurge 8: Dazzling Display
L10 Ecclesitheurge 9: -
L11 Ecclesitheurge 10: Wings
L12 Ecclesitheurge 11: -
L13 Ecclesitheurge 12: Shatter Defenses
L14 Ecclesitheurge 13: -
L15 Ecclesitheurge 14: Combat Reflexes
L16 Ecclesitheurge 15: -
L17 Ecclesitheurge 16: Intimidating Prowess
L18 Ecclesitheurge 17: -
L19 Ecclesitheurge 18: Power Attack
L20 Ecclesitheurge 19: -

Suggested Spells (*: Domain spells):
1st: Shield of Faith, Remove Fear, Longstrider*
2nd: Effortless Armor, Lesser Restoration, Barkskin*
3rd: Magic Vestment, Communal Resist Energy, Communal Delay Poison, Magic Vestment*
4th: Divine Power, Death Ward, Freedom of Movement, Heroism, Heroism*
5th: Disrupting Weapon, Spell Resistance, Spell Resistance*
6th: Blade Barrier, Eaglesoul, Heal, Blade Barrier*
7th: Greater Restoration, Greater Heroism*
8th: Frightful Aspect, Shield of Law, Protection From Spells*
9th: Mass Heal, Seamantle*

AC Bonus Breakdown:
  • +10: Basic AC bonus
  • +7: Dexterity bonus [24 Dexterity] (14 base, +8 Enhancement, +2 Bokken's Elixir)
  • +8: Dodge bonus [Monk AC - 26 Charisma] (16 base, +8 Enh., +2 Bokken's Elixir)
  • +6: Natural Armor bonus [Frightful Aspect]
  • +4: Enhancement to Natural Armor [Manticore Skin Boots]
  • +4: Deflection bonus [Absolver's Cloak]
  • +5: Dodge bonus [Protector's Robes]
  • +1: Dodge bonus [Haste spell]
  • +1: Dodge bonus [Daring Duelist]
  • +4: Dodge bonus [15th level Bard Song - Inspire Heroics]
  • +4: Shield bonus [Shield spell]
  • +2: Sacred bonus [Eaglesoul]
  • +8: Cover bonus [Seamantle]
  • +2: Insight bonus [Inspiring Command]
  • +8: Armor bonus [Bracers of Armor +8]
  • +5: Enhancement to Armor [Magic Vestment spell]
  • +3: Dodge bonus [Wings feat]
  • Total Armor Class: 81
  • Touch Armor Class: 51

Endgame Ability Scores (fully-buffed):
  • STR: 38 (22 base +8 Enhancement +2 Bokken +6 Frightful Aspect)
  • DEX: 24 (14 base +8 Enhancement +2 Bokken)
  • CON: 28 (14 base +8 Enhancement +2 Bokken +4 Frightful Aspect)
  • INT: 18 (8 base +8 Enhancement +2 Bokken)
  • WIS: 24 (14 base +8 Enhancement +2 Bokken)
  • CHA: 26 (16 base +8 Enhancement +2 Bokken)
4: Evil Kensai (Mag 16/Mnk 2/Ftr 2)
Sword Saint 16/Traditional Monk 2/Fighter 2
Race: Tiefling (Hungerseed - Oni-Spawn)
Alignment: LE (Monk)
Point buy: 25
  • STR: 17 (+2) [+5 increase = 22]
  • DEX: 14
  • CON: 14
  • INT: 14
  • WIS: 16 (+2)
  • CHA: 06 (-2)
Skills: between 2/level and 3/level
  • Athletics: skill checks
  • Perception: essential
  • Try to put a point in each of the Knowledge and Lore skills
Camp role: Guard

Endgame Equipment:
  • Main Hand: Mastery (+5 Fauchard, Freedom of Movement, +5 to CMB)
  • Offhand: -
  • Ranged: Any composite longbow
  • Armor: Robe of Eyes (Uncanny Dodge, +10 Enhancement to Perception)
  • Belt: Belt of Physical Perfection +8 (+8 Enhancement bonus to Str, Dex & Con)
  • Feet: Manticore Skin Boots (+4 Enh. to Natural Armor bonus, +10 untyped movespeed bonus)
  • Gloves: Cheatsheet Gloves (+5 Luck bonus to all Knowledge & Lore skills)
  • Head: Hat of Mental Perfection +8 (+8 Enhancement bonus to Int, Wis & Cha)
  • Neck: The Narrow Path (+2 to AC, +2 AC/Saves vs Evil, both untyped, can't attack Good)
  • Ring1: Daring Duelist (+2 untyped bonus to melee AB, +1 Dodge bonus to AC)
  • Ring2: Colossus Ring (+2 Luck bonus to Constitution)
  • Shoulders: Castigator's Cloak (+4 Res. to saves, +4 Defl. to AC, +2 Atk/Dmg vs Shaken)
  • Wrist: Bracers of Armor +8 (+8 Armor bonus)
  • Special: Bokken's Elixir (Permanent +2 Inherent bonus to all ability scores)

Feats & Abilities (*: bonus feat, italics: important ability):
L01 Traditional Monk 1: Combat Expertise, Combat Reflexes*
L02 Sword Saint 1: Chosen Weapon (Fauchard)
L03 Sword Saint 2: Trip
L04 Sword Saint 3: -
L05 Sword Saint 4: Dazzling Display
L06 Sword Saint 5: Arcane Accuracy
L07 Sword Saint 6: Outflank, Enduring Blade
L08 Traditional Monk 2: Blind-Fight*, Evasion
L09 Fighter 1: Shatter Defenses, Pummeling Style*
L10 Fighter 2: Pummeling Bully*
L11 Sword Saint 7: Greater Trip
L12 Sword Saint 8: -
L13 Sword Saint 9: Fury's Fall
L14 Sword Saint 10: -
L15 Sword Saint 11: Seize The Moment, Power Attack*, Superior Reflexes
L16 Sword Saint 12: Devoted Blade
L17 Sword Saint 13: Weapon Specialization (Elven Curve Blade), Lethal Focus
L18 Sword Saint 14: -
L19 Sword Saint 15: Greater Weapon Specialization (Elven Curve Blade), Bane Blade
L20 Sword Saint 16: -

Recommended Spells:
1st: Shield
2nd: Mirror Image
3rd: Displacement
4th: Greater Invisibility
5th: Vampiric Shadow Shield
6th: Transformation

Recommended Arcane Pool Enchantments:
Keen, Axiomatic, Shock, Bane

AC Bonus Breakdown:
  • +10: Basic AC bonus
  • +7: Dexterity bonus [24 Dexterity] (14 base, +8 Enhancement, +2 Bokken's Elixir)
  • +8: Dodge bonus [Monk AC - 26 Wisdom] (16 base, +8 Enh., +2 Bokken's Elixir)
  • +7: Dodge bonus [Canny Defense - 24 Int.] (14 base, +8 Enh., +2 Bokken's Elixir)
  • +6: Size bonus to Natural Armor [Legendary Proportions spell]
  • +4: Enhancement to Natural Armor [Manticore Skin Boots]
  • +4: Deflection bonus [Castigator's Cloak]
  • +1: Dodge bonus [Haste spell]
  • +1: Dodge bonus [Daring Duelist]
  • +4: Dodge bonus [15th level Bard Song - Inspire Heroics]
  • +2: Untyped bonus [The Narrow Path]
  • +4: Shield bonus [Shield spell]
  • +8: Armor bonus [Bracers of Armor +8]
  • +5: Enhancement to Armor [Magic Vestment spell]
  • -2: Size penalty [Legendary Proportions spell]
  • Total Armor Class: 69
  • Touch Armor Class: 42

Endgame Ability Scores (fully-buffed):
  • STR: 38 (22 base +8 Enhancement +2 Bokken +6 Legendary Proportions)
  • DEX: 24 (14 base +8 Enhancement +2 Bokken)
  • CON: 28 (14 base +8 Enhancement +2 Bokken +4 Legendary Proportions)
  • INT: 24 (14 base +8 Enhancement +2 Bokken)
  • WIS: 26 (16 base +8 Enhancement +2 Bokken)
  • CHA: 16 (6 base +8 Enhancement +2 Bokken)
Companion Builds Overview
The following companion builds are designed to allow me to use the companions as stand-ins for members of my main party with as little disruption as possible, so that I can complete companion quests and so on.

Alternatively, you can use some of these builds to straight up replace the custom builds, but the itemization will be different and the builds won't be quite as good. Your choice.

I'll be using the Cheat Menu mod to modify the ability scores of the companions, both to improve consistency (one companion having a 29 point-buy while another only has 20) and also to change odd ability scores (8 Constitution wizard, for example).

I'll try to make the new scores as believable as possible where I can, but gameplay is my primary concern. Also, if you prefer not to modify companion ability scores, you should still be able to use these builds.
1: Amiri - Summoner (Drd 19/Brb 1)
(Druid 19/Barbarian 1)
  • Point-buy total is 20, pretty low.
  • Standard Barbarian is weak compared to the Mad Dog or Invulnerable Rager archetypes.
  • Starting feats, Toughness and Exotic Weapon Proficiency (Bastard Sword), relatively weak/niche.
  • Amiri has a Wisdom of 12, so it's conceivable she could be a Druid with just a little more.
  • She might turn to the patron spirit of her clan and ask for guidance.
  • You can't argue with her having a pet Smilodon. That fits her character completely.
  • Reach build with pet & summon/support spells. Can replace Sentinel...
  • ...but can't use Heavy Armor, so the itemization will be slightly different.
  • She requires at least a +4 Wisdom item to cast 9th level spells.
  • Optionally, Defender of the True World offers nice bonuses but restricts our summoning.
  • Improving her Strength also improves her effectiveness as a Kingdom general.
  • Try taking the Animal domain and spending a feat on Boon Companion.
  • Optional: alternative portrait[ibb.co]
Vanilla Ability Score Distribution:
STR 16, DEX 13, CON 16, INT 10, WIS 12, CHA 10 (20 points)

Recommended Distribution: (28 points)
  • STR: 19 (+2) [+5 increase = 24]
  • DEX: 14
  • CON: 14
  • INT: 10
  • WIS: 15
  • CHA: 08
Skills: 4/level, mostly
  • Athletics: skill checks
  • Lore (Nature): skill checks, Monster ID
  • Perception: skill checks
  • Any other skill you require
Camp role: Guard or Hunting

Feats & Abilities (*: bonus feat):
L01 Barbarian 1: Toughness, Exotic Weapon Proficiency (Bastard Sword)*
L02 Druid 1: -
L03 Druid 2: Weapon Focus (Glaive, or any other Martial reach weapon)
L04 Druid 3: -
L05 Druid 4: Dazzling Display
L06 Druid 5: -
L07 Druid 6: Outflank
L08 Druid 7: -
L09 Druid 8: Shatter Defenses
L10 Druid 9: -
L11 Druid 10: Combat Reflexes
L12 Druid 11: -
L13 Druid 12: Blind-Fight
L14 Druid 13: -
L15 Druid 14: Power Attack
L16 Druid 15: -
L17 Druid 16: Seize the Moment
L18 Druid 17: -
L19 Druid 18: Spell Penetration
L20 Druid 19: -

Spells:
1st: Acid Maw, Cure Light Wounds
2nd: Barkskin, Lesser Restoration
3rd: Communal Delay Poison, Communal Resist Energy
4th: Freedom of Movement, Cure Serious Wounds
5th: Animal Growth, Death Ward, Cure Critical Wounds
6th: Sirocco
7th: Legendary Proportions, Creeping Doom, Heal, True Seeing
8th: Seamantle, Frightful Aspect
9th: Elemental Swarm
Note: Druids can 'spontaneously' cast Summon Nature's Ally, so consider that spell automatically taken at every level. Experiment with the creature you choose - apparently some of the 8th and 9th level fey summons are very powerful.
2: Jubilost - Bomberman (Alc 20)
Alchemist 20
  • Point-buy total of 20, pretty low. 12 Charisma seems pointless, and inappropriate for the character.
  • Gnome isn't optimal for Alchemist, which requires Dexterity or Strength, and Intelligence.
  • Acid Bomb has some limited utility early- to mid-game, but Infusion is by far the superior discovery at that level.
  • Since Infusion is a necessary discovery, Shatter Defenses cannot be obtained quickly enough...
  • ...to create a hybrid build that would be more versatile than just throwing bombs every fight.
  • Alchemist is still a very strong base class, and Jubilost has a great personality in my opinion.
  • Ranged specialist with excellent support spells. Can replace Tactician.
  • Should be able to absolutely destroy bosses with Force Bomb, but has limited resources.
  • Improving his Intelligence also improves his Kingdom role as Treasurer.
Vanilla Ability Score Distribution:
STR 08, DEX 14, CON 12, INT 18, WIS 08, CHA 12 (20 points)

Recommended Distribution: (28 points)
  • STR: 12 (-2)
  • DEX: 16
  • CON: 14 (+2)
  • INT: 17 [+5 increase = 22]
  • WIS: 10
  • CHA: 10 (+2)
Skills: 5/level
  • Knowledge (World): skill checks, monster ID
  • Knowledge (Arcana): skill checks, monster ID
  • Lore (Nature): skill checks, monster ID
  • Perception: essential skill
  • Trickery: skill checks
Camp role: Cooking, Hunting or Guard

Some Recommended Equipment:
  • Gloves: Bomb Thrower's Gloves (+2 ?? bonus to bomb attack rolls and DCs)
  • Belt: Bombardier's Utility Belt (4 additional bombs per day)
  • Ring1: Acerbic Ring (+1d6 damage with bombs)
  • Ring2: Explosive Ring (+12 (!) damage with bombs)
Feats & Abilities (*: bonus feat, italics: important ability):
L01 Alchemist 1: Point-Blank Shot
L02 Alchemist 2: Precise Bombs*
L03 Alchemist 3: Precise Shot
L04 Alchemist 4: Acid Bomb*
L05 Alchemist 5: Ability Focus: Bombs
L06 Alchemist 6: Infusion*
L07 Alchemist 7: Rapid Shot
L08 Alchemist 8: Fast Bombs*
L09 Alchemist 9: Clustered Shots
L10 Alchemist 10: Force Bombs*
L11 Alchemist 11: Extra Bombs
L12 Alchemist 12: Cursed Bomb*
L13 Alchemist 13: Blind-Fight
L14 Alchemist 14: Holy Bombs*
L15 Alchemist 15: Extra Bombs
L16 Alchemist 16: Preserve Organs*
L17 Alchemist 17: Extra Bombs
L18 Alchemist 18: Mummification*
L19 Alchemist 19: Extra Bombs
L20 Alchemist 20: Spontaneous Healing*, True Mutagen*, Combat Trick: Improved Critical (Bombs)

Recommended Extracts:
1st: Shield, Expeditious Retreat
2nd: Barkskin, Lesser Restoration
3rd: Displacement, Communal Delay Poison, Communal Resist Energy
4th: Death Ward, Freedom of Movement, Restoration
5th: Spell Resistance
6th: Transformation, Legendary Proportions
3: Octavia - Classic Trickster (Wiz 9/Rog 1/AT 10)
Transmutation Wizard 9/Rogue 1/Arcane Trickster 10
  • Point-buy of 29, very high. Yet, Constitution score of 8. This is not a good idea on a wizard.
  • Skill Focus (Trickery) is a niche feat that is only useful if we make Octavia our trapsmith.
  • Point-Blank Shot is necessary for Arcane Trickster, and the automatic Rogue level....
  • ...means she pretty much has to be built as an Arcane Trickster, which is unfortunate.
  • Opposition School 1: Necromancy. Not so bad, Necromancy spells are relatively niche.
  • Opposition School 1: Abjuration. No Shield, Communal Resist Energy, Dispel Magic.
  • Arcane School: Transmutation. Nothing useful for a Trickster here. Evocation would be better...
  • ...although the Transmutation spell list is very good, so that's nice for the bonus spell at each level.
  • Ranged specialist. Since Owlcat apparently have still not fixed Sneak Attack rays...
  • ...this build can do ridiculous damage with a single Scorching Ray.
  • Improving her Intelligence also improves her Kingdom role as Magister.
  • Optional: alternative portrait[ibb.co]
Vanilla Ability Score Distribution:
STR 10, DEX 17, CON 08, INT 19, WIS 10, CHA 14 (29 points)

Recommended Distribution: (28 points)
  • STR: 10
  • DEX: 16
  • CON: 14
  • INT: 19 (+2) [+5 increase = 24]
  • WIS: 10
  • CHA: 10
Skills: at least 4/level
  • Knowledge (World): skill checks, monster ID
  • Knowledge (Arcana): minimum 4 for AT
  • Perception: essential skill
  • Trickery: minimum 4 for AT
  • Mobility: minimum 4 for AT
Camp role: Cook or Guard

Feats & Abilities (*: bonus feat, italics: important ability):
L01 Wizard 1: Point-Blank Shot, Skill Focus (Trickery)*, Spell Focus (Transmutation)*
L02 Rogue 1: Sneak Attack +1d6
L03 Wizard 2: Precise Shot
L04 Wizard 3: -
L05 Wizard 4: Accomplished Sneak Attacker
L06 Arcane Trickster 1: -
L07 Arcane Trickster 2: Weapon Focus (Heavy Crossbow), Sneak Attack +2d6
L08 Arcane Trickster 3: -
L09 Arcane Trickster 4: Dazzling Display, Sneak Attack +3d6
L10 Arcane Trickster 5: -
L11 Arcane Trickster 6: Shatter Defenses, Sneak Attack +4d6
L12 Arcane Trickster 7: -
L13 Arcane Trickster 8: Spell Specialization, Sneak Attack +5d6
L14 Arcane Trickster 9: -
L15 Arcane Trickster 10: Spell Penetration, Sneak Attack +6d6, Surprise Spells
L16 Wizard 5: Greater Spell Penetration
L17 Wizard 6: Spell Focus (Evocation)
L18 Wizard 7: -
L19 Wizard 8: Greater Spell Focus (Evocation)
L20 Wizard 9: -
4: Valerie - Witch (Sor 19/Ftr 1)
Sylvan Sorcerer 19/Tower Shield Specialist 1
  • Point-buy of 27, quite high, but ability scores are all over the place...
  • CON score of 19 is just inexplicable, and higher CHA than STR for a fighter?
  • Her Kingdom management role relies on her CHA, and dumping it doesn't quite fit her character.
  • Can't multiclass into Paladin, which is a huge waste of a high CHA score for a martial character.
  • Her CHA is also boosted by her personal quest, so she can actually obtain a very high score.
  • Strongly suspect Owlcat were drunk or high when they rolled up Valerie.
  • Can replace Feylock. High CHA means very good spell DCs.
  • Optional: alternative portrait.[ibb.co]
Vanilla Ability Score Distribution:
STR 14, DEX 13, CON 19, INT 09, WIS 10, CHA 15 (27 points)

Recommended Distribution: (28 points)
  • STR: 14
  • DEX: 14
  • CON: 14
  • INT: 10
  • WIS: 10
  • CHA: 19 (+2) [+5 increase = 24] [+2 personal quest = 26]
Skills: 2/level
  • Perception: essential skill
  • Any other skills you require
Camp role: Guard or Other

Endgame Equipment:
Same as Feylock, except use Ring of Law in place of Greater Ring of Balance.

Feats & Abilities (*: bonus feat, italics: important ability):
L01 Tower Shield Fighter 1: Weapon Proficiency (Bastard Sword), Toughness, Dodge*
L02 Sorcerer 1: Spell Focus (Conjuration)*
L03 Sorcerer 2: Greater Spell Focus (Conjuration)
L04 Sorcerer 3: -
L05 Sorcerer 4: Spell Penetration
L06 Sorcerer 5: -
L07 Sorcerer 6: Greater Spell Penetration
L08 Sorcerer 7: Improved Initiative*
L09 Sorcerer 8: Great Fortitude
L10 Sorcerer 9: Fleeting Glance (Greater Invisibility)
L11 Sorcerer 10: Improved Great Fortitude
L12 Sorcerer 11: -
L13 Sorcerer 12: Blind-Fight
L14 Sorcerer 13: Metamagic (Quicken)*
L15 Sorcerer 14: Metamagic (Heighten)
L16 Sorcerer 15: Fey Magic (+2 Spell Penetration)
L17 Sorcerer 16: Spell Focus (Necromancy)
L18 Sorcerer 17: -
L19 Sorcerer 18: Greater Spell Focus (Necromancy)
L20: Sorcerer 19: Dodge*

Recommended Spells:
Same as Feylock.
5: Regongar - Wyrmlord (Mag 16/DD 4)
Eldritch Scion 16/Dragon Disciple 4
  • Point-buy total is 26, fairly good.
  • Starting feat is poor. Combat Casting has little impact past mid-game, even when casting offensively in melee combat.
  • Strength-based, but cannot take Monk or Paladin levels.
  • This means his AC is relatively poor and he cannot obtain Aura of Grace.
  • Reach builds are the best way to use a high-Strength character that can't be on the front line.
  • My preferred strategy with Magus is to use the spells for buffs only.
  • Regongar doesn't easily replace any of my builds. He doesn't have support spells...
  • ...but he can't tank endgame content easily, either.
  • Improving his Strength using Dragon Disciple also benefits his Kingdom role as general.
  • Optional: alternative portrait.[ibb.co]
Vanilla Ability Score Distribution:
STR 19, DEX 13, CON 12, INT 10, WIS 08, CHA 16 (26 points)

Recommended Distribution: (28 points)
  • STR: 19 (+2) [+5 increase = 24]
  • DEX: 12
  • CON: 14
  • INT: 10
  • WIS: 08
  • CHA: 16
Skills: 3/level
  • Athletics: skill checks
  • Knowledge (Arcana): skill checks, Dragon Disciple requirements
  • Perception: essential skill
Camp role: Guard

Feats & Abilities (*: bonus feat, italics: important ability):
L01 Eldritch Scion 1: Combat Casting
L02 Eldritch Scion 2: -
L03 Eldritch Scion 3: Weapon Focus (Fauchard)
L04 Eldritch Scion 4: -
L05 Eldritch Scion 5: Dazzling Display
L06 Dragon Disciple 1: -
L07 Dragon Disciple 2: Outflank
L08 Dragon Disciple 3: -
L09 Dragon Disciple 4: Shatter Defenses
L10 Eldritch Scion 6: -
L11 Eldritch Scion 7: Power Attack
L12 Eldritch Scion 8: -
L13 Eldritch Scion 9: Blind-Fight
L14 Eldritch Scion 10: -
L15 Eldritch Scion 11: Critical Focus
L16 Eldritch Scion 12: -
L17 Eldritch Scion 13: Sickening Critical
L18 Eldritch Scion 14: -
L19 Eldritch Scion 15: Toughness
L20 Eldritch Scion 16: -
6: Ekundayo - Classic Ranger (Rgr 20)
Ranger 20
  • Point-buy total is 30, very high.
  • Starting feats are good for an archer.
  • Favored Enemy choices are suboptimal for Kingmaker's campaign, but not awful.
  • This class performs better than it usually does due to prevalence of Fey in the campaign.
  • Can replace Tactician, though it has a weaker spell list.
  • Increasing Ekundayo's Dexterity improves his effectiveness as a Minister.
Vanilla Ability Score Distribution:
STR 16, DEX 19, CON 14, INT 10, WIS 12, CHA 10 (30 points)

Recommended Distribution: (28 points)
  • STR: 14
  • DEX: 19 (+2) [+5 increase = 24]
  • CON: 14
  • INT: 12
  • WIS: 14
  • CHA: 08
Skills: 4.5/level
  • Stealth: skill checks
  • Mobility: skill checks
  • Perception: essential skill
  • Lore (Nature): skill checks, monster ID
  • Knowledge (World): (half points) monster ID
Camp role: Special Role, Camouflage, Hunting, Cooking or Guard

Endgame Equipment:
Same gear choices as Tactician.

Feats & Abilities (*: bonus feat, italics: important ability):
L01 Ranger 1: Weapon Focus (Longbow), Point-Blank Shot*, Favored Enemy (Giant Humanoids)*
L02 Ranger 2: Archery Combat Style: Precise Shot*
L03 Ranger 3: Rapid Shot, Favored Terrain (Forest)*
L04 Ranger 4: Animal Companion (Dog)*
L05 Ranger 5: Boon Companion, Favored Enemy (Magical Beasts)*, Favored Enemy Increase (Giant Humanoids)*
L06 Ranger 6: Archery Combat Style: Manyshot*
L07 Ranger 7: Dazzling Display
L08 Ranger 8: Favored Terrain (Underground)*
L09 Ranger 9: Shatter Defenses
L10 Ranger 10: Archery Combat Style: Point-Blank Master (Longbow)*, Favored Enemy (Fey)*, Favored Enemy Increase (Fey)*
L11 Ranger 11: Clustered Shots
L12 Ranger 12: -
L13 Ranger 13: Blind-Fight, Favored Terrain (First World)*
L14 Ranger 14: Archery Combat Style: Improved Critical (Longbow)*
L15 Ranger 15: Deadly Aim, Favored Enemy (Undead)*, Favored Enemy Increase (Fey)*
L16 Ranger 16: -
L17 Ranger 17: Combat Reflexes
L18 Ranger 18: Archery Combat Style: Improved Precise Shot*, Favored Terrain (Urban)*
L19 Ranger 19: Seize the Moment
L20 Ranger 20: Favored Enemy (Any)*, Favored Enemy Increase (Fey)*

Suggested Spells:
1st: Acid Maw, Hurricane Bow
2nd: Sense Vitals, Longstrider
3rd: Instant Enemy
4th: Animal Growth
7: Nok-Nok - Classic Rogue (Rog 20)
Knife Master 20
  • Point-buy of 20, relatively low compared to other companions.
  • Good archetype. Knife Master offers a significant damage boost over the standard Rogue.
  • Unchained Rogue is an excellent base class in Pathfinder.
  • 8 STR is a little rough early on, but you recruit Nok-Nok at level 7 so it's fine. However...
  • ...it's a shame that he comes with 7 Rogue levels automatically, as it limits multiclassing.
  • The feat selection is not optimal for a damage dealer. Dodge offers very little value...
  • ...and the hitpoints from Toughness are unlikely to have a dramatic effect on early fights.
  • Slow Reactions is of dubious value in Kingmaker, and Double Slice is weak without 40+ STR/DEX.
  • Martial Weapon Proficiency is best obtained by a multiclass dip rather than as a normal feat...
  • ...and there are very few good endgame Kukris.
  • The sheer amount of wasted feats means that Nok-Nok's progression is delayed severely...
  • ...though he catches up in the end, and will still be a good damage dealer.
  • He brings nothing else to the table, so the build is very narrow in focus.
  • Nok-Nok doesn't have an advisor role.
Vanilla Ability Score Distribution:
STR 08, DEX 22, CON 12, INT 12, WIS 09, CHA 08 (20 points)

Recommended Distribution: (28 points)
  • Str: 12 (-2)
  • Dex: 21 (+4) [+5 increase = 26]
  • Con: 16
  • Int: 10
  • Wis: 10
  • Cha: 08 (-2)
Skills: 5/level
  • Perception: essential skill
  • Any other required skills
Camp role: Guard

Feats & Abilities (*: bonus feat/rogue talent, italics: important ability:
L01 Knife Master 1: Martial Weapons Proficiency
L02 Knife Master 2: Weapon Focus (Kukri)*
L03 Knife Master 3: Two-Weapon Fighting, Finesse Training (Kukri)
L04 Knife Master 4: Dodge*
L05 Knife Master 5: Toughness
L06 Knife Master 6: Slow Reactions*
L07 Knife Master 7: Double Slice
L08 Knife Master 8: Combat Trick: Dazzling Display*
L09 Knife Master 9: Shatter Defenses
L10 Knife Master 10: Combat Trick: Outflank*
L11 Knife Master 11: Improved Two-Weapon Fighting
L12 Knife Master 12: Crippling Strike*
L13 Knife Master 13: Blind-Fight
L14 Knife Master 14: Improved Evasion*
L15 Knife Master 15: Improved Critical (Kukri)
L16 Knife Master 16: Dispelling Attack*
L17 Knife Master 17: Greater Two-Weapon Fighting
L18 Knife Master 18: Combat Trick: Combat Reflexes*
L19 Knife Master 19: Seize the Moment
L20 Knife Master 20: Double Debilitation*, Master Strike
8: Harrim - Classic Cleric (Clr 20)
Cleric of Groetus 20
  • Point-buy of 20, below average for companions, comparatively.
  • Dwarf is an odd race for Cleric. Charisma penalty hurts one Cleric's main features.
  • CON boost is nice but not the best ability score to boost for a Cleric.
  • Destruction seems like a poor choice for a 14 STR Cleric, and is an underwhelming domain.
  • Chaos domain offers some interesting options, but nothing that compares to the best domains.
  • The domain spells for both domains are not great.
  • Obtaining Heavy Armor proficiency by spending a feat is not very efficient.
  • Boosting Harrim's Wisdom improves his Kingdom role effectiveness as a High Priest.
Vanilla Ability Score Distribution:
STR 14, DEX 08, CON 16, INT 10, WIS 18, CHA 10 (20 points)

Recommended Distribution: (28 points)
  • Str: 17 [+5 increase = 22]
  • Dex: 08
  • Con: 16 (+2)
  • Int: 10
  • Wis: 18 (+2)
  • Cha: 10 (-2)
Skills: 2/level
  • Perception: essential skill
  • Whatever other skill you require
Camp role: Guard

Feats & Abilities (*: bonus feat):
L01 Cleric 1: Heavy Armor Proficiency
L02 Cleric 2: -
L03 Cleric 3: Weapon Focus (Any, but Longspear recommended)
L04 Cleric 4: -
L05 Cleric 5: Outflank
L06 Cleric 6: -
L07 Cleric 7: Dazzling Display
L08 Cleric 8: -
L09 Cleric 9: Shatter Defenses
L10 Cleric 10: -
L11 Cleric 11: Combat Reflexes
L12 Cleric 12: -
L13 Cleric 13: Blind-Fight
L14 Cleric 14: -
L15 Cleric 15: Metamagic (Extend)
L16 Cleric 16: -
L17 Cleric 17: Power Attack
L18 Cleric 18: -
L19 Cleric 19: Seize The Moment
L20 Cleric 20: -
9: Tristian - Emberlock (Clr 20)
Ecclesitheurge of Sarenrae 20
  • Point-buy of 20, underwhelming compared to other companions.
  • Starts as a level 3 Ecclesitheurge, with some feats that are very narrow in purpose.
  • Selective Channel is a pretty good feat, though this should only come into play occasionally.
  • Extra Channel is a poor feat, providing only a very minor boost to your Channel Energy resource.
  • Metamagic (Extend) is not always a good feat in this game because of the availability of cheap rods. It's still worth picking up if the character is a damage dealer and needs to obtain extra casts of spells like Divine Power, Eaglesoul, and so on. But a support character like Tristian doesn't need it.
  • Ecclesitheurge archetype has two benefits, designed to transform it into the ultimate caster:
    • It can prepare domain spells in non-domain slots.
    • It can exchange its secondary domain's spell list for another domain's.
  • Thus Tristian can obtain a domain spell list from the Fire, Glory or Sun domains.
  • Fire domain has the best spell list, and would allow Tristian to become a great blaster cleric...
  • ...but you can only use domain spells from the primary domain in non-domain slots...
  • ...which in Tristian's case, is the Good domain, whose domain spells are already Cleric spells.
  • So a major part of being an Ecclesitheurge is completely wasted on Tristian.
  • I decided to make him into a blaster Cleric anyway, despite his primary domain choice.
  • If you obtain his special ability, all the Fire domain spells can be automatically maximised...
  • ...but you can still use Leviathan's gift to maximise Blade Barriers.
  • Boosting Tristian's WIS makes him more effective in his Kingdom management role.
Vanilla Ability Score Distribution:
STR 09, DEX 12, CON 12, INT 10, WIS 17, CHA 16 (20 points)

Recommended Distribution: (28 points)
  • Str: 09
  • Dex: 14
  • Con: 14
  • Int: 12
  • Wis: 19 (+2) [+5 increase = 24]
  • Cha: 14
Skills: 4.5/level
  • Perception: essential skill
  • Any other skills you require
Camp role: Guard

Endgame Equipment:
  • Armor: Leviathan's Gift (Robe, Maximize 6 spells per day of 6th-level or lower)
  • Belt: Hermit's Rope (+4 Enh. bonus to WIS & CON)
  • Head: Phylactery of Positive Channeling (+2d6 to Channel Energy)
  • Neck: Amulet of Four Elements (+1 damage per die rolled on elemental damage spells)
  • Ring1: Energy Source (+2 Channel Energy uses per day)
  • Shoulders: Cloak of the Chosen (Blind/Dazzle Immunity, +3 Resistance bonus to Will saves, Prayer spell at-will)
  • Wrist: Bracers of Armor +X (+X Armor bonus to AC)

Feats & Abilities (*: bonus feat, italics: important ability):
L01 Ecclesitheurge 1: Selective Channel, Extra Channel*
L02 Ecclesitheurge 2: -
L03 Ecclesitheurge 3: Metamagic (Extend)
L04 Ecclesitheurge 4: -
L05 Ecclesitheurge 5: Spell Focus (Evocation)
L06 Ecclesitheurge 6: -
L07 Ecclesitheurge 7: Greater Spell Focus (Evocation)
L08 Ecclesitheurge 8: -
L09 Ecclesitheurge 9: Spell Penetration
L10 Ecclesitheurge 10: -
L11 Ecclesitheurge 11: Metamagic (Heighten)
L12 Ecclesitheurge 12: -
L13 Ecclesitheurge 13: Blind-Fight
L14 Ecclesitheurge 14: -
L15 Ecclesitheurge 15: Greater Spell Penetration
L16 Ecclesitheurge 16: -
L17 Ecclesitheurge 17: Elemental Focus (Fire)
L18 Ecclesitheurge 18: -
L19 Ecclesitheurge 19: Greater Elemental Focus (Fire)
L20 Ecclesitheurge 20: -

Suggested Spells (*: Domain spells):
1st: Shield of Faith, Shield of Faith*
2nd: Sound Burst, Bless Weapon*
3rd: Archon's Aura, Searing Light, Fireball*
4th: Freedom of Movement/Death Ward, Controlled Fireball*
5th: Flame Strike, Disrupting Weapon, Flame Strike*
6th: Blade Barrier, Chains of Light, Heal, Chains of Light*
7th: H-Flame Strike, H-Chains of Light, Greater Restoration, H-Flame Strike*
8th: Fire Storm, H-Chains of Light, Frightful Aspect, H-Flame Strike*
9th: H-Fire Storm, H-Chains of Light, Mass Heal, Fiery Body*

Endgame Ability Scores (fully-buffed):
  • STR: 16 (10 base, +6 Frightful Aspect)
  • DEX: 20 (14 base, +6 Fiery Body)
  • CON: 22 (14 base, +4 Enhancement, +4 Frightful Aspect)
  • INT: 10 (10 base)
  • WIS: 28 (24 base, +4 Enhancement)
  • CHA: 14 (14 base)

Personal Quest Spoilers
- Tristian is involved in Vordakai's Tomb. If you don't take him, he goes anyway, secretly, and steals a quest item.
- Later, you get the opportunity to choose between pursuing Tristian, or another option. You need to choose to pursue Tristian, then save him in a boss fight. It's quite difficult to keep him alive. The Chains of Light spell is very useful for keeping the constructs from insta-gibbing him.
Afterwards, take Tristian to the City of Hollow Eyes, and when talking to Ruthgert, choose the option where you attempt to persuade him to stop. Tristian will react to your choice.
- Next, Tristian will talk to you and you have 3 options. One of them will grant Tristian the 'Angelic Form' and 'Protective Aura' abilities. The other 2 will grant him a +2 Inherent bonus to Wisdom and Charisma.
--Angelic Form: As a move action, Tristian can adopt his angelic form. All cure spells and spells from Fire domain he casts in this form are maximized, as if using Maximize Spell feat, and he gains immunity to fire. Also, in this form he has wings, which grant him immunity to ground based effects and +2 dodge bonus to AC against melee attacks. He can use this ability for up to 20 rounds per day. There rounds do not need to be consecutive.
--Protective Aura: Against attacks made of effects created by evil creatures, this ability provides +4 deflection bonus to AC and +4 resistance bonus on saving throws to anyone within 20 feet of the angel.
--Humane Wisdom: Tristian gains +2 inherent bonus to Wisdom and Charisma.
-Thanks to Steam user 'Morgul' for posting this information.
-Additionally, if you romance Tristian, there is a chance he might give you a special ring that is a +4 Ring of Protection and also grants permanent Death Ward.
10: Jaethal - Guardian (Inq 16/StD 4)
Inquisitor 16/StD 4
  • Point-buy of 25, reasonably high. Assuming the developers dump statted CON.
  • Charisma is an odd fit for an Inquisitor, and she can't take Paladin levels.
  • Toughness is not optimal for a starting feat, unless it's to gain access to Stalwart Defender.
  • As an Undead creature, Jaethal gets immunity to:
    • All mind-affecting effects
    • Death effects
    • Disease
    • Poison
    • Stun
    • Ability or energy drain
    • Ability damage
    • Exhaustion/fatigue
    • Uses her Charisma bonus whenever she makes a Fortitude save
  • These immunities make her exceptionally well-suited for the front line.
  • However, because she's Undead, she cannot benefit from Legendary Transformation...
  • ...and she's difficult to heal, since she requires negative energy damage to do so.
  • One way to heal her is to use the Boneshard weapon, which deals only negative energy damage...
  • ...this item can be gotten as early as Chapter 2 (Lonely Barrow trick).
  • Stalwart Defender gives her a nice source of temporary hitpoints, which will help her tank.
  • This build can replace Painkiller, especially if you're also using Bomberman Jubilost...
  • ...that way Jubilost can replace the Alchemist spells lost from Painkiller.
  • Overall, can tank effectively and brings a lot of great support spells and self-buffs.
  • Optional: alternative portrait.[ibb.co]
Vanilla Ability Score Distribution:
STR 16, DEX 14, CON --, INT 14, WIS 16, CHA 14 (25 points)

Recommended Distribution: (28 points)
  • STR: 17 [+5 increase = 22]
  • DEX: 14 (+2)
  • CON: - (-2)
  • INT: 14 (+2)
  • WIS: 16
  • CHA: 14
Skills: 5/level mostly
  • Perception: essential skill
  • Mobility (3): adds +1 bonus Dodge AC to Fighting Defensively
  • Whatever other skills you require
Camp Role: Guard or Other

Some Recommended Equipment:
  • Main Hand: Perfection (+5 Longsword, +2 Inherent to AC, saving throws, atk rolls, skill checks)
  • Armor: Talwyn's Armor (+4 Chainmail, 50% incoming crit/Sneak Attack negation)
  • Feet: Owlbear Skin Boots (Slow/Paralyze/Entangle/Difficult Terrain immunity)
  • Head: Helmet of Battlefield Clarity (+2 Insight bonus to Will saves, +2 ?? bonus to attack rolls when using Combat Expertise)
  • Belt: Mirrored Belt (Mirror Image 2x day, +4 Resistance bonus to Reflex saves)
  • Neck: The Narrow Path (+2 ?? bonus to AC, +2AC/Saves vs Evil, can't attack Good)
  • Shoulders: Castigator's Cloak (+4 Deflection to AC, +4 Resistance to saves, +2 atk/dmg vs Shaken)
  • Any STR-boosting item.

Immunities: All mind-affecting effects, Death effects, Disease, Poison, Stun, Ability or energy drain, Ability damage, Exhaustion/Fatigue, Slow, Paralyze, Entangle, Difficult Terrain.

Feats (*: bonus feat):
L01 Inquisitor 1: Toughness
L02 Inquisitor 2: -
L03 Inquisitor 3: Dodge, Precise Strike*
L04 Inquisitor 4:
L05 Inquisitor 5: Weapon Focus (Longsword), Bane
L06 Inquisitor 6: Outflank*
L07 Inquisitor 7: Dazzling Display
L08 Inquisitor 8: -
L09 Inquisitor 9: Shatter Defenses, Back-to-Back*
L10 Inquisitor 10: -
L11 Stalwart Defender 1: Combat Expertise, Defensive Stance
L12 Stalwart Defender 2: Defensive Power: Rousing Defense
L13 Stalwart Defender 3: Blind-Fight, Uncanny Dodge
L14 Stalwart Defender 4: Defensive Power: Smash
L15 Inquisitor 11: Improved Unarmed Strike
L16 Inquisitor 12: Shake It Off*, Greater Bane
L17 Inquisitor 13: Crane Style
L18 Inquisitor 14: -
L19 Inquisitor 15: Crane Wing, Coordinated Defense*
L20 Inquisitor 16: -

Suggested Spells (H: Heighten spell):
1st: Cure Light Wounds, Remove Fear, Shield of Faith, Expeditious Retreat
2nd: Cure Moderate Wounds, Lesser Restoration, Invisibility, Remove Paralysis
3rd: Cure Serious Wounds, Magical Vestment, Remove Curse, Communal Delay Poison
4th: Divine Power, Greater Invisibility, Death Ward, Freedom of Movement, Cure Critical Wounds
5th: Spell Resistance, Break Enchantment, True Seeing
6th: Heal

AC Bonus Breakdown:
  • +10: Basic AC bonus
  • +2: Dexterity bonus (14 base)
  • +4: Natural Armor bonus [Transformation spell]
  • +5: Enhancement to Natural Armor [Barkskin]
  • +5: Deflection bonus [Ring of Protection +5]
  • +4: Sacred bonus [Judgement]
  • +2: Dodge bonus [Stalwart Defender passive bonus]
  • +2: Dodge bonus [Stalwart Defender active ability - Defensive Stance]
  • +3: Dodge bonus [Fighting Defensively + 3 ranks in Mobility]
  • +1: Dodge bonus [Crane Style]
  • +4: Dodge bonus [Crane Wing] (note: only versus melee attacks)
  • +1: Dodge bonus [Haste spell]
  • +1: Dodge bonus [Dodge feat]
  • +5: Dodge bonus [Combat Expertise]
  • +4: Dodge bonus [15th level Bard Song - Inspire Heroics]
  • +2: Inherent bonus [Perfection]
  • +2: ??? bonus [The Narrow Path]
  • +4: Shield bonus [Shield spell]
  • +6: Armor bonus [Talwyn's Armor]
  • +4: Enhancement to Armor [Talwyn's Armor]
  • Total Armor Class: 71
  • Touch Armor Class: 46
11: Linzi - Classic Bard (Brd 20)
Bard 20
  • Point-buy of 25, fairly decent, but non-optimal investment in INT and CON.
  • Standard Bard is an extremely strong class, not least due to Combat Trick access...
  • ...and rogue talents in general which it shouldn't get, according to PnP rules.
  • Basically identical to Shrieker, except that Lingering Performance isn't taken...
  • ...which is actually really annoying, but this build has a lot of feat requirements.
  • Overall a strong Bard build and quite capable of replacing Shrieker.
Vanilla Ability Score Distribution:
STR 08, DEX 16, CON 14, INT 14, WIS 10, CHA 16 (25 points)

Recommended Distribution: (27 points)
  • Str: 10 (-2)
  • Dex: 18 (+2)
  • Con: 12
  • Int: 10
  • Wis: 10
  • Cha: 19 (+2) [+5 increase = 24]
Skills: 4/level
  • Perception
  • Whatever other skills you need
Camp role: Guard, Special Role or Other

Feats & Abilities (*: bonus feat, italics: important ability):
L01 Bard 1: Extra Performance
L02 Bard 2: Combat Trick: Point-Blank Shot*
L03 Bard 3: Precise Shot
L04 Bard 4: -
L05 Bard 5: Weapon Focus: Longbow (Bracers of Archery required)
L06 Bard 6: Combat Trick: Dazzling Display*
L07 Bard 7: Rapid Shot
L08 Bard 8: -
L09 Bard 9: Shatter Defenses
L10 Bard 10: Combat Trick: Clustered Shots*
L11 Bard 11: Manyshot
L12 Bard 12: -
L13 Bard 13: Spell Penetration
L14 Bard 14: Combat Trick: Blind-Fight*
L15 Bard 15: Greater Spell Penetration
L16 Bard 16: -
L17 Bard 17: Spell Focus: Evocation
L18 Bard 18: Combat Trick: Arcane Strike*
L19 Bard 19: Greater Spell Focus: Evocation
L20 Bard 20: -
12: Kalikke/Kanerah - Kineticists
Kalikke/Kanerah
  • Deadly Earth Kineticist?
Point buy:
  • Str:
  • Dex:
  • Con:
  • Int:
  • Wis:
  • Cha:
Skills: /level
  • ?
  • ?
  • Perception
Camp role: Guard (Perception)

Feats & Abilities (*: bonus feat, italics: important ability):
L01 Kineticist 1: Point-Blank Shot
L02 Kineticist 2:
L03 Kineticist 3: Precise Shot
L04 Kineticist 4:
L05 Kineticist 5: Spell Penetration, Metakinesis (Empowered)
Character Backstories
Tor is an aasimar from the city of Thronestep, located in the kingdom of Razmiran. His mother and father were brutally slain by the city's masked priests in a bloody confrontration over a simple tithe of gold. Fearing for his life, he fled the city and its tyrannical authorities, and joined a monastery located in the nearby mountains, where he spent his formative years training under the wisdom of the Scaled Fist, an ancient order of draconic warrior-monks. Despite the tranquility of the monastery, Tor began to yearn for adventure. To fight for law and order in the world, and one day live in a kingdom worthy of respect - that was his dream. Now, at last, a chance reveals itself.

Sorrow is a half-elf who lived in Thronestep. She was forced to flee the city after the authorities caught her performing alchemical experiments on the bodies of the freshly deceased, pilfered from the local morgue. A group of masked priests were dispatched to pursue her and bring her to justice for defiling their honored dead. They caught up with her just as she came across an aasimar named Tor, fresh out of a monastery in the mountains and itching for an adventure. They fought side by side, and easily slaughtered the would-be assassins. The fresh bodies of the priests served Sorrow well as subjects for further alchemical experiments, though she took care to hide this from her new companion. Now they travel together to the River Kingdoms, their fates interwoven, for good or ill.

Hart is a human who lived in Thronestep. A cleric of Erastil, he was persecuted for his beliefs by the gold-masked priests of Razmir, the ruler of that region, and a charlatan masquerading as a deity. Some believe that his incredible arcane power is proof enough of his godhood, and those that question it never do so openly, for his tyrannical power brooks no dissent on the question of his divinity. Hart hopes that some day, he may become powerful enough to return to Razmiran and confront that blasphemous imposter personally. For now, he travels with this band of misfits, hoping to bring his deity's faith to the godless wherever he roams.

Odin is an aasimar from Thronestep. A conjurer of some renown, he was hounded out of the city by the gold-masked priests of Razmir, under the pretense of his magic being a danger to society. He knows the truth of the matter, that the magics these so-called priests wield are nothing but cheap parlor tricks, mere cantrips that any lowly novice of the Art could perform. They are nothing more than thugs posing as divinely-blessed clergy to fool the populace into accepting Ramir's divinity. Such a mummer's farce is an insult to those who practice the Art. Now Odin wanders the earth in search of a new home, and these foolish adventurers will serve as useful bodyguards until he finds such a place.

Ekemon is a tiefling from Thronestep. A bard of some fame (and disrepute), he was well-known in the city for his obscene behaviour and vulgar tales, and in particular his tendency to cause affront with hateful put-downs and taunts delivered mercilessly to his audience. Indeed, one might only need be in the general vicinity of one of his performances to earn the privilege of having one's entire reputation destroyed with a few well-chosen words. After humiliating a Razmiran prince who came to witness one such performance, he was forced to flee the capital or risk dismemberment at the hands of the prince's sizeable entourage of well-armed guards. Ekemon is not one to hold a grudge, however, so for now he'll tag along with this band of mercenaries. After all, there is an entire kingdom to the south filled with idiots, and it fills him with pleasure to imagine all the misery and despair he might spread throughout its lands!

Darvin is a human hailing from the dung heap of corruption and decay known as the city of Thronestep. He spent his formative years training to be an inquisitor for the city, but became disillusioned when he came to the realization that those he served were no better than those he persecuted. After a time, this discontent became known to his superiors, and soon the gold-masked priests of Razmir were dispatched to teach Darvin the error of his ways. He was brutally beaten, and told in no uncertain terms that the cost of further betrayal would be exacted upon his family. At his wit's end, the inquisitor made a desperate deal with the very degenerates who he had formerly hunted, to transport his family out of the city safely. But when one deals with the devil, one should expect duplicity. His family were murdered, their throats slit while they slept soundly in their beds, dreaming of a new life far away from Thronestep. Years later, Darvin would return the favor, enacting bloody revenge on those who had betrayed him, but such actions could never bring back the life he had lost forever. He has spent much of his life since then hunting from the shadows, fighting a never-ending guerilla war against criminals and authorities alike. After helping a beleaguered cleric of Erastil escape the city, he has decided to join this band of mercenaries and start anew in a foreign land.
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189 Comments
Yosharian  [author] Jun 11 @ 10:22pm 
@malavon: they are playable from level 1, of course. I'm playing them right now.
Malavon Jun 11 @ 2:01pm 
Are these build viable if you play straight from level 1 or only if you max out to 20 by editing experience?
Yosharian  [author] Jun 7 @ 3:21pm 
@emeraldempire: thanks! yes you're right, it is somewhat useful.
emeraldempire Jun 6 @ 8:28am 
The good aligned Kensai build appears to be missing the Lightning Draw ability at Sword Saint 7. As this gives Intelligence to Initiative and that character ends up with 24 Intelligence, that seems worth listing.
Yosharian  [author] Apr 29 @ 4:46pm 
@benfinkel: ok so I did some testing this morning and I've figured out what the problem is. For some reason Sword Saint has a unique progression for 2nd-level spells. All the other spell levels progress as Magus except with one spell per level removed. But for some reason, the 2nd-level spell progression is reduced by two spells per day. So at level 5, it continues to have 0 2nd-level spell slots, when it should have one.

This means that the progression from 4th to 8th level goes 0-0-1-2-3 when it should be 0-1-2-3-3.

As a result, it's going to be much better for the build if I can fit in another 2 levels of Sword Saint somewhere, so that's probably what's going to happen.

I'll update the build at some point in the next few hours, however the progression from levels 1-13 will probably remain the same.
benfinkel Apr 29 @ 12:46pm 
@Yosharian It's tied to Int somehow. I just dropped a +4 Int hat on him (making it 17) and he got his single spell slot. Still seems like a bug.
benfinkel Apr 29 @ 7:29am 
@Yosharian Ok thanks for the reply! I'll keep an eye on it as I level up and share anything I find/figure out about it.
Yosharian  [author] Apr 28 @ 5:52pm 
@benfinkel: I think there might be a bug or an undocumented nerf affecting Sword Saints. I think their spellcasting is diminished by TWO spells per day instead of one. I'm not sure though. I noticed this issue in testing, also. It's somewhat of an issue, but once you get more INT it will be less of a factor.
benfinkel Apr 28 @ 6:40am 
@Yosharian - I'm having a problem or bug that I don't understand.

My Kensai is at Level 8, with 5 levels in Sword Saint. He's been able to learn some 2nd level spells but he doesn't have any spell slots for 2nd level. With a 13 Int and diminished spellcasting my understanding is he should have a single 2nd level spell slot at SS level 5.

Am I missing something? Thanks in advance!
Yosharian  [author] Apr 19 @ 2:16pm 
@Lampros: the trip function works with weapons, I haven't tested the DR bypass yet but even if that part doesn't work, I don't care